11th Edition Conversion Combat Patrols
53 Combat Patrol boxes from 10th edition, fitted to the 11th-edition Combat Patrol rules (Detachment Points, Force Dispositions and so on). Inquisitor's Hand, Askar's Wolfpack and The Vardenghast Swarm are official rules; the rest are house rules, not official rules, so agree with your opponent first.
- The 24 current official Combat Patrols are in the Combat Patrol archive. Askar's Wolfpack, The Vardenghast Swarm and Inquisitor's Hand appear in both, with different profiles and rules; do not mix them.
Factions · Imperium
- The Penitent Host Adepta Sororitas
- Medusan Redoubt Adeptus Astartes
- Rampart Force Torreus Adeptus Astartes
- Shadow Claw Kevarax Adeptus Astartes
- Strike Force Octavius Adeptus Astartes
- Strike Team Solarien Adeptus Astartes
- Pyroclasm Assault Force Adeptus Astartes · Salamanders
- Eye of Ultramar Adeptus Astartes · Ultramarines
- Stormglaive Hunters Adeptus Astartes · White Scars
- Guardians of the Throne Adeptus Custodes · Talons of the Emperor
- Maniple Verask-Alpha Adeptus Mechanicus
- Inquisitor's Hand Agents of the Imperium
- Death Korps Combat Platoon Astra Militarum
- Karsk's Gunners Astra Militarum
- Strike Platoon Gorgonne VI Astra Militarum
- Siguard's Crusaders Black Templars · Adeptus Astartes
- Strike Force Marcellos Blood Angels
- Mordekai's Judgement Dark Angels
- Vigil Force Alphion Deathwatch · Adeptus Astartes
- Aurellios' Banishers Grey Knights
- Vantarrion's Voidsmen Imperial Agents
- Armiger Trailblazers Imperial Knights
- Thoryk's Void Hunters Space Wolves
- Askar's Wolfpack Space Wolves · Adeptus Astartes
Factions · Chaos
- Butchers of Hyporia Chaos Daemons
- Slaughter Talon Chaos Knights
- Dark Zealots Chaos Space Marines · Heretic Astartes
- Masters of Terror Chaos Space Marines · Heretic Astartes
- Remorseless Reavers Chaos Space Marines · Heretic Astartes
- Warpsmith's Gauntlet Chaos Space Marines · Heretic Astartes
- Gloeming Blades Death Guard
- The Shambling Horde Death Guard
- Depraved Coterie Emperor's Children
- The Coven Temporus Thousand Sons
- Warptongue's Hex-Pact Thousand Sons
- Arkoth's Gorepact World Eaters
- Karagar's Rampagers World Eaters
Factions · Xenos
- The Fatebreakers Aeldari
- Dreamer's Coterie Aeldari · Corsairs
- Kaleidoscopic Onset Aeldari · Harlequins
- The Blades of Torment Drukhari
- Hand of the Magus Genestealer Cults
- Twilight Cavalcade Harlequins
- Warspeke's Prospect Leagues of Votann
- Mindflenser's Murder Court Necrons
- Gordrang's Gitstompas Orks
- Morgrim's Butchas Orks
- Na'pok's Hunters T'au Empire
- Preybane War Party T'au Empire
- Protectors of Aun'shar T'au Empire
- Insidious Infiltrators Tyranids
- The Vardenghast Swarm Tyranids
- Tyranid Assault Brood Tyranids
The Penitent Host
Canoness Ellyrine leads a host bound by faith and pain in equal measure — a Battle Sisters Squad and Seraphim Squad fighting for the Emperor's grace, while Repentia, Arco-flagellants and a Penitent Engine seek atonement through violence, carried into battle by a Sororitas Rhino.
Army Rules
Acts of Faith▾
If your Army Faction is Adepta Sororitas, each unit from your army with this ability can perform one Act of Faith per phase. This is done using Miracle dice.
If your Army Faction is Adepta Sororitas, you gain 1 Miracle dice:
- At the start of each battle round.
- Each time an Adepta Sororitas unit from your army is destroyed.
Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side — this is your Miracle dice pool.
Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or test, only a single dice can be substituted). The dice being substituted is not rolled; instead, the value of the selected Miracle dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice can only be selected for substitution once. Once all substitutions have been made, remove the chosen Miracle dice from your pool, and roll all remaining, unsubstituted dice that are part of the dice roll.
You can use Miracle dice for any of the following rolls:
- roll
- test
- Charge roll
- Damage roll
Detachment Rule — The Penitent Host
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Purge the Foe.
Penance Through Pain▾
Each time a model in a friendly Penitent Host unit is destroyed, if that unit is not destroyed, that unit's melee attacks have [] until the end of the turn.
Enhancements
Select one of these Enhancements per battle.
Armour of Faith▾
The Penitent Host Canoness Ellyrine model only
This model has the 4+ ability. In addition, while this model is leading a unit, other models in that unit have the Feel No Pain 5+ ability.
Saintly Relic▾
The Penitent Host Battle Sisters Squad unit only
Upgrade: in your Command phase, if this unit is not and is within range of an you control, you gain 1 Miracle dice. In addition, while this unit is on the battlefield, each time you gain a Miracle dice, you can re-roll that Miracle dice.
Stratagems
Divine Protection
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Penitent Host unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, models in your unit have a 5+ , or a 4+ invulnerable save instead if your unit is a Battle Sisters Squad or a Seraphim Squad.
Holy Cleansing
1CP▾- When
- Your Shooting phase or the Fight phase.
- Target
- One friendly Penitent Host Infantry unit that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, weapons equipped by models in your unit have the [] ability.
Martyr's Death
2CP▾- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Penitent Host unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play.
Datasheets
Canoness Ellyrine
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per battle, at the start of any phase, this model can use this ability. If it does, until the end of the phase, this model has a 2+ .
While this model is leading a unit, each time a model in that unit makes an attack, you can re-roll the .
Each time a model in this model's unit makes an attack, re-roll a of 1.
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
[]. Plasma Pistol – Supercharge also has []. Before selecting targets with either profile, select one to make attacks with.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: THE PENITENT HOST BATTLE SISTERS SQUAD.
Unit composition▾
1 Canoness Ellyrine model. This model is equipped with: 1 Plasma Pistol – Standard; 1 Power Weapon; 1 Rod of Office.
Battle Sisters Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice.
At the end of your Command phase, for each you control that has one or more units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle dice with a value equal to that result.
Enhancements for this unit▾
Unit composition▾
1 Sister Superior model; 1 Battle Sister with Simulacrum Imperialis model; 1 Battle Sister with Artificer-crafted Storm Bolter model; 1 Battle Sister with Ministorum Flamer model; 6 Battle Sister models. The Sister Superior is equipped with: 1 Bolt Pistol; 1 Boltgun; 1 Chainsword. The Battle Sister with Simulacrum Imperialis is equipped with: 1 Bolt Pistol; 1 Boltgun; 1 Close Combat Weapon; Simulacrum Imperialis. The Battle Sister with Artificer-crafted Storm Bolter is equipped with: 1 Artificer-crafted Storm Bolter; 1 Bolt Pistol; 1 Close Combat Weapon. The Battle Sister with Ministorum Flamer is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Ministorum Flamer. Every Battle Sister is equipped with: 1 Bolt Pistol; 1 Boltgun; 1 Close Combat Weapon.
Seraphim Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this unit has shot, if it is not within of any enemy units, it can make a of up to 6". If it does, until the end of the turn, this unit is not eligible to declare a charge.
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Seraphim Superior model; 4 Seraphim models. The Seraphim Superior is equipped with: 1 Plasma Pistol – Standard; 1 Power Weapon. Every Seraphim is equipped with: 2 Bolt Pistol; 1 Close Combat Weapon.
Repentia Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit contains a Repentia Superior, each time a model in this unit makes a melee attack, you can re-roll the and, if this unit made a this turn, you can re-roll the as well.
Unit composition▾
1 Repentia Superior model; 4 Sisters Repentia models. The Repentia Superior is equipped with: 1 Bolt Pistol; 1 Neural Whips. Every Sisters Repentia is equipped with: 1 Penitent Eviscerator.
Arco-Flagellants
Melee weapons▾
Abilities▾
When this unit is selected to fight, you can use this ability. If you do:
- This unit's arco-flails weapons have 6 A.
- This unit's melee attacks have [].
Unit composition▾
3 Arco-Flagellants models. Every model is equipped with: 1 Arco-flails.
Penitent Engine
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit is eligible to declare a charge in a turn in which it Advanced.
Unit composition▾
1 Penitent Engine model. This model is equipped with: 1 Penitent Flamers; 1 Twin Penitent Buzz-blades.
Sororitas Rhino
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of your Command phase, this model regains 1 lost wound.
This model has a transport capacity of 12 Adepta Sororitas Infantry models. It cannot transport Jump Pack models or the Triumph of Saint Katherine.
Unit composition▾
1 Sororitas Rhino model. This model is equipped with: 1 Armoured Tracks; 1 Storm Bolter.
Medusan Redoubt
Techmarine Gorloch Kataan holds the line with cold, mechanical resolve — a squad of Gravis-armoured Heavy Intercessors laying down withering volleys, and a Firestrike Servo-turret watching the flanks for any who dare approach. This is a fan conversion, not an official Games Workshop product. Medusan Redoubt was originally released as an official GW Combat Patrol datasheet PDF in the older pre-Detachment-Points format (a single Warlord Enhancement choice, no Force Dispositions); this reference adapts it to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
- You can re-roll the .
- If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the as well.
Detachment Rule — Medusan Redoubt
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Unbreakable Vigil▾
Each time a friendly Medusan Redoubt unit that Remained Stationary this turn is selected to shoot, that unit's ranged weapons have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Machine Unity▾
Medusan Redoubt Techmarine Gorloch Kataan model only
In the step, this model can be attached to a Medusan Redoubt Heavy Intercessor Squad unit.
Gorgon's Rage▾
Medusan Redoubt Heavy Intercessor Squad unit only
Models in this unit have a Weapon Skill characteristic of 2+, and their melee weapons have the [] ability.
Stratagems
Methodical Firepower
1CP▾- When
- Your Movement phase, just after a friendly Medusan Redoubt unit Falls Back.
- Target
- That Medusan Redoubt unit.
- Effect
- Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
Mercy Is Weakness
1CP▾- When
- Start of your Shooting phase.
- Target
- One or more friendly Medusan Redoubt Infantry units.
- Effect
- Select one enemy unit. Until the end of the phase, ranged weapons equipped by models in those Medusan Redoubt Infantry units have the [] ability while targeting that enemy unit.
Cogitated Fire Doctrines
1CP▾- When
- Your Shooting phase, just after a friendly Medusan Redoubt unit has shot.
- Target
- That Medusan Redoubt unit, if it is not within of one or more enemy units.
- Effect
- Your unit can make a of up to 3". If it does, until the end of the turn, your unit is not eligible to declare a charge.
Datasheets
Techmarine Gorloch Kataan
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is within 3" of one or more friendly Adeptus Astartes Vehicle units, this model has the ability.
In your Command phase, you can select one friendly Adeptus Astartes Vehicle model within 3" of this model. That model regains up to D3 lost wounds and, until the start of your next Command phase, each time that Vehicle model makes an attack, add 1 to the . Each model can only be selected for this ability once per turn.
If a friendly Adeptus Astartes Vehicle model is destroyed within 12" of this model, until the end of the battle, this model's Omnissian power axe has an Attacks characteristic of 7.
Enhancements for this unit▾
Unit composition▾
1 Techmarine Gorloch Kataan model. This model is equipped with: 1 Forge Bolter; 1 Grav-pistol; 1 Omnissian Power Axe; 1 Servo-arm.
Heavy Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
While this unit is within range of an you control, each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour made against that attack.
Enhancements for this unit▾
Unit composition▾
1 Heavy Intercessor Sergeant model; 4 Heavy Intercessor models. The Heavy Intercessor Sergeant is equipped with: 1 Bolt Pistol; 1 Heavy Bolt Rifle; 1 Close Combat Weapon. Three Heavy Intercessors are equipped with: 1 Bolt Pistol; 1 Heavy Bolt Rifle; 1 Close Combat Weapon. One Heavy Intercessor is equipped with: 1 Bolt Pistol; 1 Heavy Bolter; 1 Close Combat Weapon.
Firestrike Servo-Turret
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time you select this unit for the Fire Overwatch Stratagem, hits are scored on unmodified of 4+ when resolving that Stratagem.
Unit composition▾
1 Firestrike Servo-turret model. This model is equipped with: 1 Close Combat Weapon; 1 Twin Firestrike Las-talon.
Rampart Force Torreus
Captain Torreus leads his Company Heroes in an unyielding defence, Heavy Intercessors and Intercessors holding every yard of ground, and a Terminator Squad ready to teleport in and crush any breach. This is a fan conversion, not an official Games Workshop product. Rampart Force Torreus was originally released as an official GW Combat Patrol datasheet PDF in the older pre-Detachment-Points format (a single Warlord Enhancement choice, no Force Dispositions); this reference adapts it to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
- You can re-roll the .
- If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the as well.
Detachment Rule — Rampart Force Torreus
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Stalwart Bastion▾
Each time a friendly Rampart Force Torreus unit that has the Benefit of Cover is selected as the target of an attack, worsen the Armour Penetration characteristic of that attack by 1.
Enhancements
Select one of these Enhancements per battle.
The Imperium's Sword▾
Rampart Force Torreus Captain Torreus model only
Melee weapons equipped by this model have the [] ability.
Sentinel of Terra▾
Rampart Force Torreus Company Heroes unit only
You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
Stratagems
Transhuman Might
1CP▾- When
- Fight phase.
- Target
- One friendly Rampart Force Torreus unit that has not been selected to fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack, re-roll a of 1. If that attack targets a Monster or Vehicle unit, you can re-roll the Wound roll instead.
Siege Masters
1CP▾- When
- Your Shooting phase.
- Target
- One friendly Rampart Force Torreus unit that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, ranged weapons equipped by models in your unit have the [] ability.
Architects of War
1CP▾- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One friendly Rampart Force Torreus unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, your unit has the Benefit of Cover against that attack.
Datasheets
Captain Torreus
Ranged weapons▾
Melee weapons▾
Abilities▾
After both players have deployed their armies, if your army includes one or more models with this ability, you can select up to three friendly ADEPTUS ASTARTES INFANTRY units and redeploy all of those units. When doing so, any of those units can be placed into , regardless of how many units are already in Strategic Reserves.
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Enhancements for this unit▾
Leader▾
Before the battle, at the start of the step, this model must be attached to the following unit: RAMPART FORCE TORREUS COMPANY HEROES.
Unit composition▾
1 Captain Torreus model. This model is equipped with: 1 Neo-volkite Pistol; 1 Power Fist.
Company Heroes
Ranged weapons▾
Melee weapons▾
Abilities▾
While a Character model is leading this unit, each time an attack targets this unit, subtract 1 from the .
While this unit contains an Ancient, add 1 to the Objective Control characteristic of models in this unit.
Enhancements for this unit▾
Unit composition▾
1 Ancient model; 1 Company Champion model; 2 Company Veteran models. The Ancient is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon. The Company Champion is equipped with: 1 Bolt Pistol; 1 Master-crafted Power Weapon. One Company Veteran is equipped with: 1 Bolt Pistol; 1 Master-crafted Heavy Bolter; 1 Close Combat Weapon. One Company Veteran is equipped with: 1 Bolt Pistol; 1 Master-crafted Bolt Rifle; 1 Close Combat Weapon.
Heavy Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
While this unit is within range of an you control, each time an attack with a Damage characteristic of 1 is allocated to a model in this unit, add 1 to any armour made against that attack.
Unit composition▾
1 Heavy Intercessor Sergeant model; 4 Heavy Intercessor models. The Heavy Intercessor Sergeant is equipped with: 1 Bolt Pistol; 1 Heavy Bolt Rifle; 1 Close Combat Weapon. Three Heavy Intercessors are equipped with: 1 Bolt Pistol; 1 Heavy Bolt Rifle; 1 Close Combat Weapon. One Heavy Intercessor is equipped with: 1 Bolt Pistol; 1 Heavy Bolter; 1 Close Combat Weapon.
Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
If you control an at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
In your Shooting phase, when this unit is selected to shoot, select up to one visible enemy unit. While making those attacks, this unit's Bolt Rifle attacks that targeted that enemy unit have +2 A.
[] (Frag profile only). Before selecting targets for this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Intercessor Sergeant model; 4 Intercessor models. The Intercessor Sergeant is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon. Three Intercessors are equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon. One Intercessor is equipped with: 1 Astartes Grenade Launcher; 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon.
Terminator Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent's . If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 8" horizontally of any enemy models. That token is then removed.
Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the .
Unit composition▾
1 Terminator Sergeant model; 4 Terminator models. The Terminator Sergeant is equipped with: 1 Power Fist; 1 Storm Bolter. Two Terminators are equipped with: 1 Chainfist; 1 Storm Bolter. One Terminator is equipped with: 1 Power Fist; 1 Storm Bolter. One Terminator is equipped with: 1 Cyclone Missile Launcher; 1 Power Fist; 1 Storm Bolter.
Shadow Claw Kevarax
Captain Kevarax leads his Assault Intercessors down from the sky in a lightning strike, while an Infiltrator Squad and Invictor Tactical Warsuit hold the shadows, waiting to spring the ambush. This is a fan conversion, not an official Games Workshop product. Shadow Claw Kevarax was originally released as an official GW Combat Patrol datasheet PDF in the older pre-Detachment-Points format (a single Warlord Enhancement choice, no Force Dispositions); this reference adapts it to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
- You can re-roll the .
- If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the as well.
Detachment Rule — Shadow Claw Kevarax
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Ghosts of the Shadows▾
Each time a friendly Shadow Claw Kevarax unit that has the or ability is set up on the battlefield, until the end of that turn, that unit has the Benefit of Cover.
Enhancements
Select one of these Enhancements per battle.
Deadly Duellist▾
Shadow Claw Kevarax Captain Kevarax model only
Melee weapons equipped by this model have the [] ability.
Area Denial▾
Shadow Claw Kevarax Infiltrator Squad unit only
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Stratagems
Stranglehold
1CP▾- When
- The Command phase.
- Target
- One friendly Shadow Claw Kevarax unit.
- Effect
- Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
From the Shadows
1CP▾- When
- Your Shooting phase, or the Fight phase.
- Target
- One friendly Shadow Claw Kevarax unit that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [] and [] abilities.
Force Their Hand
1CP▾- When
- Your opponent's Movement phase, just after an enemy unit ends a Normal, or move.
- Target
- One friendly Shadow Claw Kevarax unit that is within 9" of the enemy unit that just ended that move, and not within of one or more enemy units.
- Effect
- Your unit can make a of up to D6", or a Normal move of up to 6" instead if it is a Phobos unit.
Datasheets
Captain Kevarax
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this unit ends a , until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: SHADOW CLAW KEVARAX ASSAULT INTERCESSORS WITH JUMP PACKS.
Unit composition▾
1 Captain Kevarax model. This model is equipped with: 1 Heavy Bolt Pistol; 1 Relic Weapon.
Assault Intercessors with Jump Packs
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this unit ends a , select one enemy unit within of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers 1 .
Unit composition▾
1 Assault Intercessor Sergeant with Jump Pack model; 4 Assault Intercessors with Jump Packs models. The Assault Intercessor Sergeant with Jump Pack is equipped with: 1 Heavy Bolt Pistol; 1 Power Weapon. Every Assault Intercessor with Jump Pack is equipped with: 1 Astartes Chainsword; 1 Heavy Bolt Pistol.
Infiltrator Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.
Enhancements for this unit▾
Unit composition▾
1 Infiltrator Sergeant model; 9 Infiltrator models. Every model is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Marksman Bolt Carbine.
Invictor Tactical Warsuit
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per turn, in your opponent's Shooting phase, when a friendly Adeptus Astartes Phobos Infantry unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, after that enemy model's unit has finished making its attacks, this model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the .
Unit composition▾
1 Invictor Tactical Warsuit model. This model is equipped with: 1 Fragstorm Grenade Launcher; 1 Heavy Bolter; 1 Invictor Fist; 1 Twin Ironhail Autocannon; 1 Twin Ironhail Heavy Stubber.
Strike Force Octavius
Captain Octavius and Librarian Tantus lead a Terminator-armoured strike force built to purge entrenched foes from the tightest terrain — void-sailing hulks, death world jungles, and bolt-riddled ruins alike. An Infernus Squad holds the ground with promethium fire while the Terminators teleport-strike into the heart of the fight.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
- You can re-roll the .
- If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the as well.
Detachment Rule — Strike Force Octavius
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Purge the Foe.
Close-Quarters Purge▾
Friendly Strike Force Octavius units' melee attacks and Torrent attacks that target a unit within a terrain feature have +1 to .
Enhancements
Select one of these Enhancements per battle.
Champion Duellist▾
Strike Force Octavius Captain Octavius model only
This model's melee weapons have the [] and [] abilities.
Oathsworn Determination▾
Strike Force Octavius Infernus Squad unit only
Improve the Objective Control characteristic of models in this unit by 1.
Stratagems
Gene-Wrought Resilience
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Strike Force Octavius unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit's Toughness characteristic, subtract 1 from the .
Veteran Instincts
1CP▾- When
- Fight phase.
- Target
- One friendly Strike Force Octavius Terminator Squad unit that has not been selected to fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack, re-roll a of 1. If that attack targets a Monster or Vehicle unit, you can re-roll the Wound roll instead.
Duty and Honour
1CP▾- When
- End of your Command phase.
- Target
- One friendly Strike Force Octavius unit that is within range of an you control.
- Effect
- That remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Datasheets
Captain Octavius
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
You can re-roll Charge rolls made for this unit.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: STRIKE FORCE OCTAVIUS TERMINATOR SQUAD.
Unit composition▾
1 Captain Octavius model. This model is equipped with: 1 Relic Weapon; 1 Storm Bolter.
Librarian Tantus
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, models in that unit have the 4+ ability against Psychic Attacks.
While this model is leading a unit, weapons equipped by models in that unit have the [] ability.
[]. Smite – Focused Witchfire also has [] and []. Before selecting targets with this weapon, select one of its profiles to make attacks with.
Leader▾
This model can be attached to the following unit: STRIKE FORCE OCTAVIUS TERMINATOR SQUAD.
Unit composition▾
1 Librarian Tantus model. This model is equipped with: 1 Force Weapon; 1 Smite – Witchfire; 1 Storm Bolter.
Terminator Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent's . If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 8" horizontally of any enemy models. That token is then removed.
Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the .
Unit composition▾
1 Terminator Sergeant model; 1 Terminator with Assault Cannon and Power Fist model; 3 Terminator with Storm Bolter and Power Fist models. The Terminator Sergeant is equipped with: 1 Power Weapon; 1 Storm Bolter. The Terminator with Assault Cannon and Power Fist is equipped with: 1 Assault Cannon; 1 Power Fist. Every Terminator with Storm Bolter and Power Fist is equipped with: 1 Power Fist; 1 Storm Bolter.
Infernus Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this unit has shot, you can select one enemy Infantry unit hit by one or more of those attacks made with a pyreblaster. That enemy unit must take a test, subtracting 1 from that test.
Enhancements for this unit▾
Unit composition▾
5 Infernus models. Every model is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Pyreblaster.
Strike Team Solarien
Chaplain Solarien teleports in at the head of a Terminator Squad to shatter the enemy line, while an Infiltrator Squad holds the approach and a Suppressor Squad pins the foe from above. This is a fan conversion, not an official Games Workshop product. Strike Team Solarien was originally released as an official GW Combat Patrol datasheet PDF in the older pre-Detachment-Points format (a single Warlord Enhancement choice, no Force Dispositions); this reference adapts it to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
- You can re-roll the .
- If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the as well.
Detachment Rule — Strike Team Solarien
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Sudden Onslaught▾
Each time a friendly Strike Team Solarien unit is set up on the battlefield using the ability, until the end of that turn, melee weapons equipped by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Zealot's Fury▾
Strike Team Solarien Chaplain Solarien model only
Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, melee weapons equipped by models in this model's unit have the [] ability.
Suppressive Doctrine▾
Strike Team Solarien Suppressor Squad unit only
Each time a model in this unit makes a ranged attack that targets a suppressed enemy unit, add 1 to the .
Stratagems
Zealous Charge
1CP▾- When
- Your Charge phase, just after a friendly Strike Team Solarien unit ends a .
- Target
- That Strike Team Solarien unit.
- Effect
- Until the end of the turn, melee weapons equipped by models in your unit have the [] ability.
Vox-Linked Suppression
1CP▾- When
- Your Shooting phase, just after a friendly Strike Team Solarien unit destroys an enemy unit.
- Target
- One other friendly Strike Team Solarien unit within 6" of the destroyed unit that has not been selected to shoot this phase.
- Effect
- Your unit can shoot as if it were your Shooting phase.
Grim Determination
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Strike Team Solarien unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, models in your unit have the 5+ ability.
Datasheets
Chaplain Solarien
Melee weapons▾
Abilities▾
While this model is leading a unit, models in that unit have the 4+ ability against .
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the .
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: STRIKE TEAM SOLARIEN TERMINATOR SQUAD.
Unit composition▾
1 Chaplain Solarien model. This model is equipped with: 1 Crozius Arcanum.
Terminator Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent's . If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 8" horizontally of any enemy models. That token is then removed.
Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the .
Unit composition▾
1 Terminator Sergeant model; 4 Terminator models. The Terminator Sergeant is equipped with: 1 Power Fist; 1 Storm Bolter. Two Terminators are equipped with: 1 Chainfist; 1 Storm Bolter. One Terminator is equipped with: 1 Power Fist; 1 Storm Bolter. One Terminator is equipped with: 1 Cyclone Missile Launcher; 1 Power Fist; 1 Storm Bolter.
Infiltrator Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.
Unit composition▾
1 Infiltrator Sergeant model; 4 Infiltrator models. Every model is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Marksman Bolt Carbine.
Suppressor Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks made with an Accelerator Autocannon. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the .
Enhancements for this unit▾
Unit composition▾
1 Suppressor Sergeant model; 2 Suppressor models. Every model is equipped with: 1 Accelerator Autocannon; 1 Bolt Pistol; 1 Close Combat Weapon.
Pyroclasm Assault Force
Adrax Agatone leads an Infernus Squad through burning trench lines, Assault Intercessors and Eradicators closing the distance, and an Invader ATV racing ahead — the sons of Vulkan never leave a foe unscoured. This is a fan conversion, not an official Games Workshop product. Pyroclasm Assault Force was originally released as an official GW Combat Patrol datasheet PDF in the older pre-Detachment-Points format (a single Warlord Enhancement choice, no Force Dispositions); this reference adapts it to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
- You can re-roll the .
- If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the as well.
Detachment Rule — Pyroclasm Assault Force
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Purge the Foe.
Pyroclastic Wrath▾
Each time a friendly Pyroclasm Assault Force unit makes an attack with a Torrent weapon, add 1 to the Attacks characteristic of that weapon.
Enhancements
Select one of these Enhancements per battle.
Lord of the Pyroclasts▾
Pyroclasm Assault Force Adrax Agatone model only
While an enemy unit is within of this model, halve the Objective Control characteristic of models in that unit.
Master of Flames▾
Pyroclasm Assault Force Infernus Squad unit only
Torrent weapons equipped by models in this unit can re-roll the roll to determine the number of attacks made with that weapon.
Stratagems
Weather the Storm
1CP▾- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Pyroclasm Assault Force unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, subtract 1 from the .
Crucible of Battle
1CP▾- When
- Your Movement phase, just after a friendly Pyroclasm Assault Force unit has Advanced.
- Target
- That Pyroclasm Assault Force unit.
- Effect
- Until the end of the turn, your unit is eligible to shoot in a turn in which it Advanced.
Stand Your Ground
1CP▾- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One friendly Pyroclasm Assault Force unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, models in your unit have a 5+ .
Datasheets
Adrax Agatone
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, each time a model in that unit makes a melee attack, you can re-roll the .
While an enemy unit is within of this model, halve the Objective Control characteristic of models in that enemy unit.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: ASSAULT INTERCESSOR SQUAD, INFERNUS SQUAD.
Unit composition▾
1 Adrax Agatone model. This model is equipped with: 1 Drakkis; 1 Malleus Noctum.
Infernus Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this unit has shot, you can select one enemy Infantry unit hit by one or more of those attacks made with a Pyreblaster. That enemy unit must take a test, subtracting 1 from that test.
Enhancements for this unit▾
Unit composition▾
1 Infernus Sergeant model; 9 Infernus Marines models. Every model is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Pyreblaster.
Assault Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit targets an enemy unit with a melee attack, re-roll a of 1. If that enemy unit is within range of an , you can re-roll the Wound roll instead.
Unit composition▾
1 Assault Intercessor Sergeant model; 4 Assault Intercessor models. The Assault Intercessor Sergeant is equipped with: 1 Heavy Bolt Pistol; 1 Power Fist. Every Assault Intercessor is equipped with: 1 Astartes Chainsword; 1 Heavy Bolt Pistol.
Eradicator Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a ranged attack made by a model in this unit targets a Monster or Vehicle model, you can re-roll the , you can re-roll the and you can re-roll the Damage roll.
Unit composition▾
1 Eradicator Sergeant model; 2 Eradicator models. The Eradicator Sergeant is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Melta Rifle. One Eradicator is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Melta Rifle. One Eradicator is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Multi-melta.
Invader Atv
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per turn, in your opponent's Shooting phase, when another friendly Adeptus Astartes Mounted unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, after that enemy unit has finished making its attacks, this model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
Unit composition▾
1 Invader ATV model. This model is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Multi-melta; 1 Twin Bolt Rifle.
Eye of Ultramar
Chief Librarian Tigurius commands a First Company strike force — noble Bladeguard Veterans, ceramite-clad Aggressors, stealthy Reivers, and a disciplined Intercessor Squad, all moving with the precision the Codex Astartes demands. This is a fan conversion, not an official Games Workshop product. Eye of Ultramar was originally released as an official GW Combat Patrol datasheet PDF in the older pre-Detachment-Points format (a single Warlord Enhancement choice, no Force Dispositions); this reference adapts it to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
- You can re-roll the .
- If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the as well.
Detachment Rule — Eye of Ultramar
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Codex Discipline▾
The first time a friendly Eye of Ultramar unit destroys your Oath of Moment target each turn, you gain 1CP.
Enhancements
Select one of these Enhancements per battle.
Psychic Shackles▾
Eye of Ultramar Chief Librarian Tigurius model only
Once per battle, at the start of the Fight phase, this model can use this Enhancement. If it does, until the end of the phase, models in this model's unit have the ability.
Foresight▾
Eye of Ultramar Reiver Squad unit only
Ranged weapons equipped by models in this unit have the [] ability.
Stratagems
Honour the Chapter
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Eye of Ultramar unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit's Toughness characteristic, subtract 1 from the .
Seize the Moment
1CP▾- When
- Your Movement phase, just after a friendly Eye of Ultramar unit .
- Target
- That Eye of Ultramar unit.
- Effect
- Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced.
Martial Precision
1CP▾- When
- Start of your Shooting phase.
- Target
- One or more friendly Eye of Ultramar units.
- Effect
- Select one enemy unit. Until the end of the phase, ranged weapons equipped by models in your Eye of Ultramar units have the [] ability while targeting that enemy unit.
Datasheets
Chief Librarian Tigurius
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, models in that unit have the 4+ ability against Psychic Attacks and .
While this model is leading a unit, each time an attack targets that unit, subtract 1 from the . In addition, once per battle round, you can target that unit with one of the following Stratagems for 0CP: Counter-offensive; Fire Overwatch; Go to Ground; Heroic Intervention.
[] []. Focused Witchfire profile is also []. Before selecting targets for this weapon, select one of its profiles to make attacks with.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: BLADEGUARD VETERAN SQUAD, INTERCESSOR SQUAD.
Unit composition▾
1 Chief Librarian Tigurius model. This model is equipped with: 1 Bolt Pistol; 1 Rod of Tigurius; 1 Storm of the Emperor's Wrath.
Bladeguard Veteran Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of the phase:
- Swords of the Imperium: Each time a model in this unit makes a melee attack, re-roll a of 1.
- Shields of the Imperium: Each time an invulnerable is made for a model in this unit, re-roll a saving throw of 1.
[]. Plasma Pistol – Supercharge is also []. Before selecting targets, select one profile to make attacks with.
Unit composition▾
1 Bladeguard Veteran Sergeant model; 2 Bladeguard Veteran models. The Bladeguard Veteran Sergeant is equipped with: 1 Master-crafted Power Weapon; 1 Plasma Pistol. Two Bladeguard Veterans are equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.
Aggressor Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1.
Unit composition▾
1 Aggressor Sergeant model; 2 Aggressor models. Every model is equipped with: 1 Auto Boltstorm Gauntlets; 1 Fragstorm Grenade Launcher; 1 Twin Power Fists.
Reiver Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the Fight phase, each enemy unit within of one or more units with this ability must take a test, subtracting 1 from that test.
While an enemy unit (excluding Monsters and Vehicles) is within 3" of one or more units with this ability, subtract 1 from the Objective Control characteristic of models in that enemy unit.
[]. Special Issue Bolt Pistol is also [].
Enhancements for this unit▾
Unit composition▾
1 Reiver Sergeant model; 4 Reiver models. Every model is equipped with: 1 Combat Knife; 1 Special Issue Bolt Pistol.
Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
If you control an at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
In your Shooting phase, when this unit is selected to shoot, select up to one visible enemy unit. While making those attacks, this unit's Bolt Rifle attacks that targeted that enemy unit have +2 A.
[] (Frag profile only). Before selecting targets for this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Intercessor Sergeant model; 4 Intercessor models. The Intercessor Sergeant is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon. Three Intercessors are equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon. One Intercessor is equipped with: 1 Astartes Grenade Launcher; 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon.
Stormglaive Hunters
Suboden Khan rides at the head of an Outrider Squad, an Assault Intercessor Squad closing the distance on foot, and an Impulsor racing ahead of them all — the hunt of the White Scars never slows. This is a fan conversion, not an official Games Workshop product. Stormglaive Hunters was originally released as an official GW Combat Patrol datasheet PDF in the older pre-Detachment-Points format (a single Warlord Enhancement choice, no Force Dispositions); this reference adapts it to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target:
- You can re-roll the .
- If you are using a Codex: Space Marines Detachment and your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords, add 1 to the as well.
Detachment Rule — Stormglaive Hunters
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Storm of Hooves▾
Each time a friendly Stormglaive Hunters unit that Advanced this turn is selected to declare a charge, you can re-roll the Charge roll.
Enhancements
Select one of these Enhancements per battle.
Swift Retribution▾
Stormglaive Hunters Suboden Khan model only
Once per battle, at the end of the Fight phase, if this model's unit fought this phase, it can make a of up to 6".
Savage Hunter▾
Stormglaive Hunters Outrider Squad unit only
Melee weapons equipped by models in this unit have the [] ability.
Stratagems
Storm Riders
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Stormglaive Hunters unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit's Toughness characteristic, subtract 1 from the .
Lightning Debarkation
1CP▾- When
- Your Movement phase, just after a friendly Stormglaive Hunters Infantry unit disembarks from a Transport that made a this phase.
- Target
- That Infantry unit.
- Effect
- Until the end of the turn, your unit is eligible to declare a charge.
Quarry of the Khan
1CP▾- When
- Your Shooting phase or the Fight phase.
- Target
- One friendly Stormglaive Hunters unit that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [] and [] abilities.
Datasheets
Suboden Khan
Ranged weapons▾
Melee weapons▾
Abilities▾
This model's unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. If that unit is already eligible to shoot and declare a charge in a turn in which it Advanced, add 1 to and Charge rolls made for that unit instead.
Each time a model in this model's unit makes a Normal, , or , it can move horizontally through terrain features.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: OUTRIDER SQUAD.
Unit composition▾
1 Suboden Khan model. This model is equipped with: 1 Heavy Bolt Pistol; 1 Onslaught Gatling Cannon; 1 Power Sword; 1 Stormtooth.
Outrider Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes a melee attack, if this unit made a this turn, improve the Strength and Damage characteristics of that attack by 1.
Enhancements for this unit▾
Unit composition▾
1 Outrider Sergeant model; 2 Outrider models. Every model is equipped with: 1 Astartes Chainsword; 1 Heavy Bolt Pistol; 1 Twin Bolt Rifle.
Assault Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit targets an enemy unit with a melee attack, re-roll a of 1. If that enemy unit is within range of an , you can re-roll the Wound roll instead.
[]. Plasma Pistol – Supercharge is also []. Before selecting targets, select one profile to make attacks with.
Unit composition▾
1 Assault Intercessor Sergeant model; 4 Assault Intercessor models. The Assault Intercessor Sergeant is equipped with: 1 Plasma Pistol; 1 Power Fist. Every Assault Intercessor is equipped with: 1 Astartes Chainsword; 1 Heavy Bolt Pistol.
Impulsor
Ranged weapons▾
Melee weapons▾
Abilities▾
Units can disembark from this Transport after it has Advanced. Units that do so count as having made a , and cannot declare a charge that turn.
This model has a transport capacity of 7 Tacticus or Phobos Infantry models. It cannot transport Jump Pack models.
[] (Frag profile only). Before selecting targets for this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Impulsor model. This model is equipped with: 1 Armoured Hull; 1 Bellicatus Missile Array; 1 Ironhail Heavy Stubber; 2 Storm Bolters.
Guardians of the Throne
Shield-Captain Tyvan commands a Talons of the Emperor strike force — Custodian warriors or Vertus Praetor jetbike riders striking alongside Sisters of Silence Prosecutors and Vigilators. When they fight as one, the two sub-factions of the Talons are a peerless combination of martial might and psychic suppression. Roster choice: this Combat Patrol includes either a Custodian Guard unit or a Vertus Praetors unit — before the battle, in the Select Combat Patrol and Enhancements step, you must select which of these two units to include for that battle.
Army Rules
Martial Ka'tah▾
Each time a unit from your army with this ability is selected to fight, select one of the Ka'tah Stances below. Until that unit has finished making its attacks, the selected Stance is active for it and it gains the relevant ability:
Melee weapons equipped by models in this unit have the [] ability.
Melee weapons equipped by models in this unit have the [] ability.
Detachment Rule — Guardians of the Throne
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Purge the Foe.
Fight As One▾
Each time a friendly Guardians of the Throne unit ends a , if it is within 6" of another friendly Guardians of the Throne unit that has a different one of the Adeptus Custodes or Anathema Psykana keywords to it, melee weapons equipped by models in your unit have the [] ability until the end of the turn.
Enhancements
Select one of these Enhancements per battle.
Auramite Thunderbolt▾
Guardians of the Throne Shield-Captain Tyvan model only
You can re-roll and Charge rolls made for the bearer's unit.
Blade of the Vaults▾
Guardians of the Throne Custodian Guard or Vertus Praetors unit only
Upgrade: each time a model in this unit makes an attack, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
Stratagems
Wrath of the Host
1CP▾- When
- Fight phase, when a friendly Guardians of the Throne unit is selected to fight.
- Target
- That Guardians of the Throne unit.
- Effect
- Until the end of the phase, each time a model in your unit makes a melee attack, you can re-roll the .
Gilded Magnificence
1CP▾- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One friendly Guardians of the Throne Adeptus Custodes unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, subtract 1 from the .
Tireless Pursuit
1CP▾- When
- Fight phase, when a friendly Guardians of the Throne unit is selected to make a .
- Target
- That Guardians of the Throne unit.
- Effect
- When making that , your unit can move up to D3+3" instead of up to 3".
Datasheets
Shield-Captain Tyvan
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this unit makes an ingress move, if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent's .
Once per battle, when this model's unit is selected to fight, it can use this ability. If it does, until that fight is resolved, both Ka'tah Stances are active for that unit, instead of only one.
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
While an Anathema Psykana unit is within 6" of this unit, each time a model in that Anathema Psykana unit makes an attack, add 1 to the .
Add 1 to the bearer's Wounds characteristic (included in profile above).
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: GUARDIANS OF THE THRONE CUSTODIAN GUARD.
Unit composition▾
1 Shield-Captain Tyvan model. This model is equipped with: 1 Praesidium Shield; 1 Sentinel Blade.
Custodian Guard [EITHER/OR — SEE ROSTER CHOICE]
BattlelineMelee weapons▾
Abilities▾
Each time this unit makes an ingress move, if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent's .
Once per battle, in your Shooting phase, after the unit has shot, it can shoot again.
Each time a model in this unit makes an attack, re-roll a of 1. While this unit is within range of an you control, you can re-roll the Wound roll instead.
While an Anathema Psykana unit is within 6" of this unit, each time a model in that Anathema Psykana unit makes an attack, add 1 to the .
Add 1 to the bearer's Wounds characteristic (included in profile).
Enhancements for this unit▾
Unit composition▾
4 Custodian Guard models. Every model is equipped with: 1 Praesidium Shield; 1 Sentinel Blade.
Vertus Praetors [EITHER/OR — SEE ROSTER CHOICE]
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this unit , do not make an Advance roll. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit.
Once per battle, after this unit ends a Normal or move, you can select one enemy unit (excluding Monsters and Vehicles) that it moved over during that move, then roll one D6 for each model in this unit; for each 2+, that enemy unit suffers 2 .
While an Anathema Psykana unit is within 6" of this unit, each time a model in that Anathema Psykana unit makes an attack, add 1 to the .
Enhancements for this unit▾
Unit composition▾
3 Vertus Praetor models. Every model is equipped with: 1 Interceptor Lance; 1 Vertus Hurricane Bolter.
Prosecutors
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
This model has the 3+ ability against Psychic Attacks and .
Each time a model in this unit makes a ranged attack that targets a Psyker unit, that attack has the [] and [] abilities.
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is nulled: while a unit is nulled, that unit has +3" detection range.
While an Adeptus Custodes unit is within 6" of this unit, models in that unit have the 5+ ability against Psychic Attacks and .
Unit composition▾
1 Prosecutor Sister Superior model; 4 Prosecutor models. Every model is equipped with: 1 Boltgun; 1 Close Combat Weapon.
Vigilators
Melee weapons▾
Abilities▾
This model has the 3+ ability against Psychic Attacks and .
Each time a melee attack targets this unit, subtract 1 from the .
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is nulled: while a unit is nulled, that unit has +3" detection range.
While an Adeptus Custodes unit is within 6" of this unit, models in that unit have the 5+ ability against Psychic Attacks and .
Unit composition▾
1 Vigilator Sister Superior model; 4 Vigilator models. Every model is equipped with: 1 Executioner Greatblade.
Maniple Verask-Alpha
Enginseer Verask leads a combined arms maniple — Skitarii Rangers scouting ahead, Kataphron Destroyers laying down devastating fire, and an Onager Dunecrawler providing heavy support as the maniple prosecutes the Omnissiah's will.
Army Rules
Doctrina Imperatives▾
At the start of the battle round, you can select one of the Doctrina Imperatives below. Until the end of the battle round, that Doctrina Imperative is active for your army, and all units from your army that have the Doctrina Imperatives ability gain the relevant abilities shown below.
- Ranged weapons equipped by models in this unit have the [] ability.
- Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
- Each time a melee attack targets this unit, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, subtract 1 from the .
- Ranged weapons equipped by models in this unit have the [] ability.
- Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
- Each time a model in this unit makes an attack, if this unit has the Battleline keyword and/or it is within 6" of one or more friendly Adeptus Mechanicus Battleline units, improve the Armour Penetration characteristic of that attack by 1.
Detachment Rule — Maniple Verask-Alpha
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Imperative Overload▾
At the start of the battle round, you can select one friendly Maniple Verask-Alpha unit. If you do, that unit has both Doctrina Imperative abilities until the end of the battle round.
Enhancements
Select one of these Enhancements per battle.
Omniballistic Data-Tether▾
Maniple Verask-Alpha Enginseer Verask model only
Each time this unit is selected to shoot, you can re-roll one and you can re-roll one when resolving those attacks.
Imperative Surge-Wafer▾
Maniple Verask-Alpha Onager Dunecrawler unit only
(Once per battle, per unit) When this unit is selected to shoot, you can use this ability. If you do, until the end of the phase, ranged weapons equipped by models in this unit have the [] ability.
Stratagems
Retribution Codes
1CP▾- When
- Any phase, when an Enginseer Verask model from your army is destroyed by an attack made by an enemy model. You can use this Stratagem on that model even though it was just destroyed.
- Target
- That Enginseer Verask model.
- Effect
- Until the end of the battle, each time an Adeptus Mechanicus model from your army makes an attack that targets that enemy model's unit, re-roll a of 1.
Reactive Field-Shroud
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Maniple Verask-Alpha Tech-Priest or Skitarii unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, models in your unit have a 4+ .
Retrogradian Targeting
2CP▾- When
- Your Movement phase, just after an Enginseer Verask unit from your army ends a move.
- Target
- That Enginseer Verask unit.
- Effect
- Until the end of the turn, your unit is eligible to shoot in a turn in which it Fell Back.
Datasheets
Enginseer Verask
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is within 3" of one or more friendly Adeptus Mechanicus Vehicle units, unless it is leading a unit, this model has the ability.
In your Command phase, select one friendly Adeptus Mechanicus model within 3" of this model. That model regains up to D3 lost wounds and, if it is a Vehicle model, until the start of your next Command phase, that model has the 5+ ability. Each model can only be selected for this ability once per Command phase.
If a friendly Adeptus Mechanicus Vehicle model is destroyed within 12" of this model, until the end of the battle, this model's Omnissian axe has an Attacks characteristic of 6.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: MANIPLE VERASK-ALPHA SKITARII RANGERS, MANIPLE VERASK-ALPHA KATAPHRON DESTROYERS.
Unit composition▾
1 Enginseer Verask model. This model is equipped with: 1 Mechanicus Pistol; 1 Omnissian Axe; 1 Servo Arm.
Skitarii Rangers
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn. Enhanced Data-tether — Skitarii Ranger with Enhanced Data-tether model only Each time you select the bearer's unit as the target of a Stratagem, roll one D6: on a 5+, you gain 1CP.
Unit composition▾
1 Skitarii Ranger Alpha model; 1 Skitarii Ranger with Arc Rifle model; 1 Skitarii Ranger with Transuranic Arquebus model; 1 Skitarii Ranger with Enhanced Data-tether model; 6 Skitarii Ranger models. The Skitarii Ranger Alpha is equipped with: 1 Alpha Combat Weapon; 1 Mechanicus Pistol. The Skitarii Ranger with Arc Rifle is equipped with: 1 Arc Rifle; 1 Close Combat Weapon. The Skitarii Ranger with Transuranic Arquebus is equipped with: 1 Close Combat Weapon; 1 Transuranic Arquebus. Every plain Skitarii Ranger (including the one with Enhanced Data-tether) is equipped with: 1 Close Combat Weapon; 1 Galvanic Rifle.
Kataphron Destroyers
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time you target this unit with the Fire Overwatch Stratagem, hits are scored on unmodified of 5+ when resolving that Stratagem.
[]. Before selecting targets with either Kataphron Plasma Culverin profile, select one to make attacks with.
Unit composition▾
1 Kataphron Destroyer with Heavy Grav-cannon and Phosphor Blaster model; 2 Kataphron Destroyer with Kataphron Plasma Culverin and Cognis Flamer models. The Kataphron Destroyer with Heavy Grav-cannon and Phosphor Blaster is equipped with: 1 Close Combat Weapon; 1 Heavy Grav-cannon; 1 Phosphor Blaster. Every Kataphron Destroyer with Kataphron Plasma Culverin and Cognis Flamer is equipped with: 1 Close Combat Weapon; 1 Cognis Flamer; 1 Kataphron Plasma Culverin – Standard.
Onager Dunecrawler
Ranged weapons▾
Melee weapons▾
Abilities▾
While a friendly Adeptus Mechanicus Battleline model is wholly within 6" of this model, that Battleline model has a 4+ against ranged attacks.
Each time this model makes a Normal, or move, it can move through friendly Monster and Vehicle models and sections of terrain features that are 4" or less in height.
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the .
The bearer loses the [SMOKE] keyword, but each time you target the bearer with a Stratagem, roll one D6: on a 5+, you gain 1CP.
Enhancements for this unit▾
Unit composition▾
1 Onager Dunecrawler model. This model is equipped with: 1 Broad Spectrum Data-tether; 1 Cognis Heavy Stubber; 1 Daedalus Missile Launcher; 1 Dunecrawler Legs; 1 Icarus Array.
Inquisitor's Hand
An Inquisitorial retinue gathered for a single, brutal purpose — Inquisitorial Agents and a Vigilant Squad providing cover while Preacher Teguen and an Eversor Assassin deliver the killing blow.
Army Rules
Assigned Agents▾
If your Army Faction is Agents of the Imperium, then in the Select Detachment Rules step, you can select one of the available Detachments from this publication as normal.
If your Army Faction is not Agents of the Imperium, but every model in your army has the Imperium keyword, you can include Agents of the Imperium units in your army even if they do not have the Faction keyword you selected in the Select Army Faction step. In this case, the maximum number of Agents of the Imperium units you can include in your army depends on the battle size, as follows: Incursion — 1 Retinue, 1 Character, 1 Requisitioned; Strike Force — 2 Retinue, 2 Character, 1 Requisitioned; Onslaught — 3 Retinue, 3 Character, 2 Requisitioned.
Note that you can include Agents of the Imperium Dedicated Transport units in such an army as normal, but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that battle and will count as having been destroyed during the first battle round.
Detachment Rule — Inquisitor's Hand
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Purge the Foe.
Marked for Death▾
In your Command phase, you can select one enemy unit. Friendly Inquisitor's Hand units' attacks that target that enemy unit have: [], [], [].
Enhancements
Select one of these Enhancements per battle.
Killer Reflexes▾
Inquisitor's Hand Eversor Assassin model only
In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 2+, do not remove this model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.
Sanctic Slayers▾
Inquisitor's Hand Ministorum Priest model only
(Once per turn, per unit) When a friendly Inquisitor's Hand unit is selected to attack you can use this ability. If you do, that unit's attacks that target a unit with a Toughness greater than or equal to your attack's Strength have +1 to .
Stratagems
Urban Enforcers
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, when an enemy unit targets a friendly Inquisitor's Hand unit with every model within a terrain area.
- Target
- That Inquisitor's Hand unit.
- Effect
- Attacks that target your unit have -1 AP.
Superior Weaponry
1CP▾- When
- Your Shooting phase or the Fight phase, when a friendly Inquisitor's Hand unit (excluding Eversor Assassin units) is selected to attack.
- Target
- That Inquisitor's Hand unit.
- Effect
- Your unit's attacks have +1 AP.
Inquisitorial Mandate
1CP▾- When
- End of your Movement phase.
- Target
- One friendly Inquisitor's Hand unit (excluding Eversor Assassin units).
- Effect
- Select one objective your unit is controlling. That objective is secured.
Datasheets
Preacher Teguen
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per battle, in the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristics of melee weapons equipped by this model by 3.
While this model is leading a unit, melee weapons equipped by that unit have the [] ability.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: INQUISITOR'S HAND INQUISITORIAL AGENTS, INQUISITOR'S HAND VIGILANT SQUAD.
Unit composition▾
1 Preacher Teguen model. This model is equipped with: 1 Zealot's Vindictor.
Vigilant Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Once per battle, at the start of any Command phase, you can select one within 6" of the bearer. All enemy units (excluding Monster/Vehicle units) within range of that objective marker must take a test. Each objective marker can only be targeted by this ability once per turn.
This unit's ranged attacks that target a unit below half-strength have +1 to .
Unit composition▾
1 Cyber-Mastiff model; 1 Proctor-Vigilant model; 1 Vigilant with Grenade Launcher, Shotpistol and Close Combat Weapon model; 1 Vigilant with Shotpistol, Webber and Close Combat Weapon model; 6 Vigilant with Combat Shotgun, Shotpistol and Close Combat Weapon models. The Cyber-Mastiff is equipped with: 1 Mechanical Bite. The Proctor-Vigilant is equipped with: 1 Combat Shotgun; 1 Close Combat Weapon; Nuncio-Aquila; 1 Shotpistol. The Vigilant with Grenade Launcher, Shotpistol and Close Combat Weapon is equipped with: 1 Grenade Launcher – Frag; 1 Close Combat Weapon; 1 Shotpistol. The Vigilant with Shotpistol, Webber and Close Combat Weapon is equipped with: 1 Close Combat Weapon; 1 Shotpistol; 1 Webber. Every Vigilant with Combat Shotgun, Shotpistol and Close Combat Weapon is equipped with: 1 Combat Shotgun; 1 Close Combat Weapon; 1 Shotpistol.
Eversor Assassin
Ranged weapons▾
Melee weapons▾
Abilities▾
This model is eligible to shoot and declare a charge in a turn in which it Advanced.
Once per battle, in your Movement phase, this model can use this ability before it makes a . If it does, until the end of the turn, add 6" to this model's Movement characteristic and add 3 to the Attacks characteristic of this model's melee weapons.
Unless part of an attached unit, this unit is not visible to enemy models unless they are within 12" of this unit, and it cannot be targeted by [] weapons unless the attacking model is within 12" of this unit.
Each time a model in this unit is destroyed, after the units embarked within it (if any) have made their emergency disembark moves, roll one D6. On a 6, that model suffers a ; each unit within 6" of that model suffers a number of equal to D3.
In the Resolve Pre-battle Abilities step, if every model in this unit has this ability, you can do one of the following: If this unit is in , you can set up this unit anywhere that is wholly within your . If this unit is wholly within your deployment zone, it can make a scout move.
This model cannot be selected as your Warlord. If your Army Faction is Agents of the Imperium, then during the step, you can replace this model with a different Officio Assassinorum model, provided that the points value of the new model does not exceed the points value of the model it replaced. Your army cannot include duplicates of the same model.
Enhancements for this unit▾
Unit composition▾
1 Eversor Assassin model. This model is equipped with: 1 Executioner Pistol; 1 Power Sword and Neuro-Gauntlet.
Inquisitorial Agents
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per battle for each Tome-skull this unit is equipped with, at the start of any phase, you can select one other friendly Agents of the Imperium unit that is and within 6" of this unit or one enemy unit within 6" of this unit. If you select a friendly unit, that unit is no longer battle-shocked. If you select an enemy unit, it must take a battle-shock test.
While an Inquisitor model is leading this unit, each time an attack targets this unit, subtract 1 from the .
If your Army Faction is not Agents of the Imperium, then for each Inquisitor unit you include in your army, you can include one Inquisitorial Agents unit in your army that does not count towards the number of Retinue units your army can include.
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Gun Servitor model; 1 Inquisitorial Agent with Agent Firearm, Agent Melee Weapon and Mystic Stave model; 1 Inquisitorial Agent with Agent Firearm, Plasma Pistol and Agent Melee Weapon model; 3 Inquisitorial Agent with Agent Firearm and Agent Melee Weapon models. The Gun Servitor is equipped with: 1 Agent Melee Weapon; 1 Heavy Bolter. The Inquisitorial Agent with Agent Firearm, Agent Melee Weapon and Mystic Stave is equipped with: 1 Agent Firearm; 1 Agent Melee Weapon; 1 Mystic Stave; Tome-skull. The Inquisitorial Agent with Agent Firearm, Plasma Pistol and Agent Melee Weapon is equipped with: 1 Agent Firearm; 1 Agent Melee Weapon; 1 Plasma Pistol – Standard. Every Inquisitorial Agent with Agent Firearm and Agent Melee Weapon is equipped with: 1 Agent Firearm; 1 Agent Melee Weapon.
Death Korps Combat Platoon
A grim tide of gas-masked infantry advances behind a Lord Commissar's unblinking gaze, its trench-hardened ranks screened by mounted lancers and dug in behind heavy stubbers. The Death Korps of Krieg do not retreat, and they do not surrender.
Army Rules
Voice of Command▾
If your Army Faction is Astra Militarum, Officer models with this ability can issue Orders. Each Officer datasheet specifies how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to.
Officer models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield.
Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only Astra Militarum models gain the benefit of an Order issued to their unit.
- Move! Move! Move! — Add 3" to the Move characteristic of models in this unit.
- Fix Bayonets! — Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
- Take Aim! — Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
- First Rank, Fire! Second Rank, Fire! — Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
- Take Cover! — Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+).
- Duty and Honour! — Improve the Leadership and Objective Control characteristics of models in this unit by 1.
Detachment Rule — Death Korps Combat Platoon
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Unbroken Line▾
While a friendly Death Korps Combat Platoon unit is Below Half-strength, models in that unit have the [ 6+] ability.
Enhancements
Select one of these Enhancements per battle.
Student of the Tactica▾
Death Korps Combat Platoon Krieg Command Squad unit only
In your Command phase, if this unit is on the battlefield, you gain 1CP. In addition, this unit's Officer can issue 2 additional Orders to Regiment units in your Command phase.
Intimidating Presence (Aura)▾
Death Korps Combat Platoon Krieg Heavy Weapons Squad unit only
In your Command phase, if this unit is on the battlefield, you gain 1CP. In addition, while a friendly Regiment unit is within 6" of this unit, each time a model in that unit makes a ranged attack, re-roll a of 1 and re-roll a of 1.
Stratagems
Fresh Waves
1CP▾- When
- Reinforcements step of your Movement phase.
- Target
- One destroyed friendly Death Korps of Krieg or Death Riders unit. You can use this Stratagem on that unit even though it is destroyed.
- Effect
- Add a new unit to your army identical to your destroyed unit, at its original . Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within of one or more enemy units.
Fiendslayer Munitions
1CP▾- When
- Your Shooting phase.
- Target
- Any number of friendly Astra Militarum units, and one enemy Vehicle or Monster unit.
- Effect
- Until the end of the phase, each time a model in one of your selected units makes an attack that targets that enemy unit: Improve the Armour Penetration characteristic of Ranged weapons equipped by models in the selected units by 1. Ranged weapons equipped by models in the selected units have the [] and [] abilities.
Smoke Barrage
1CP▾- When
- Start of your opponent's Charge phase.
- Target
- One friendly Astra Militarum unit.
- Effect
- Until the end of the phase, each time an enemy unit selects your unit as the target of a charge, subtract 2 from the Charge roll (this is not cumulative with any other negative modifiers to that Charge roll).
Datasheets
Krieg Command Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
This model can be attached to the following units: DEATH KORPS OF KRIEG.
While this unit contains an Officer, you can target this unit with Stratagems even while it is and Orders issued to this unit do not cease to affect this unit if it becomes Battle-shocked.
This unit's Officer can issue 1 Order to a Regiment unit.
Each time the Officer in this unit issues an Order, it can issue it to an eligible unit up to 24" away.
Add 1 to the Objective Control characteristic of models in this unit.
This unit has the 6+ ability against .
Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Lord Commissar model; 1 Veteran Guardsman with Plasma Pistol model; 1 Veteran Guardsman with Master Vox model; 1 Veteran Guardsman with Regimental Standard model; 1 Veteran Guardsman with Meltagun model; 1 Veteran Guardsman with Alchemyk Counteragents model. The Lord Commissar is equipped with: 1 Laspistol; 1 Power Weapon. The Veteran Guardsman with Plasma Pistol is equipped with: 1 Plasma Pistol; 1 Power Weapon. The Veteran Guardsman with Master Vox is equipped with: 1 Lasgun; 1 Close Combat Weapon. The Veteran Guardsman with Regimental Standard is equipped with: 1 Lasgun; 1 Close Combat Weapon. The Veteran Guardsman with Meltagun is equipped with: 1 Meltagun; 1 Close Combat Weapon. The Veteran Guardsman with Alchemyk Counteragents is equipped with: 1 Laspistol; 1 Close Combat Weapon.
Death Korps of Krieg
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack, add 1 to the if this unit is below its , and add 1 to the as well if this unit is Below Half-strength.
Unit composition▾
1 Death Korps Watchmaster model; 9 Death Korps Trooper models (1 of which is armed with a Flamer). The Death Korps Watchmaster is equipped with: 1 Bolt Pistol; 1 Power Weapon. Every Death Korps Trooper is equipped with: 1 Close Combat Weapon; 1 Lasgun, except one Death Korps Trooper, which is equipped with 1 Flamer instead.
Krieg Heavy Weapons Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
While the Fire Coordinator model is on the battlefield, each time a Heavy Weapons Gunner model is destroyed, roll one D6: on a 3+, do not remove it from play. The destroyed model can shoot after the attacking model's unit has finished making its attacks, and is then removed from play.
While embarked within a Transport, each Heavy Weapons Gunner model takes up the space of 2 models, and each weapon equipped by these models is considered to be 2 models' weapons for the purposes of the ability.
Enhancements for this unit▾
Unit composition▾
3 Heavy Weapons Gunner models; 1 Fire Coordinator model. Every Heavy Weapons Gunner is equipped with: 1 Twin Krieg Heavy Stubber; 1 Laspistol; 1 Close Combat Weapon. The Fire Coordinator is equipped with: 1 Laspistol; 1 Close Combat Weapon.
Death Riders
Ranged weapons▾
Melee weapons▾
Abilities▾
In your opponent's Movement phase, if an enemy unit ends a move within 8" of this unit, if this unit is not within of one or more enemy units, this unit can make a of up to 6".
Unit composition▾
1 Ridemaster model; 4 Death Rider models. Every model is equipped with: 1 Death Rider Lascarbine; 1 Frag Lance; 1 Power Sabre; 1 Steed's Savage Claws.
Karsk's Gunners
The soldiers gathered under Major Karsk's banner are but one small part of the far larger Astra Militarum muster now defending the vaunted Sanctus Wall systems. Gathered to battle the forces of Chaos, they have also faced alien pirates and even heretic insurgents, emerging victorious time and again thanks to a blend of tight regimental discipline and raw, overwhelming firepower.
Army Rules
Voice of Command▾
If your Army Faction is Astra Militarum, Officer models with this ability can issue Orders. Each Officer datasheet specifies how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to.
Officer models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield.
Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only Astra Militarum models gain the benefit of an Order issued to their unit.
- Move! Move! Move! — Add 3" to the Move characteristic of models in this unit.
- Fix Bayonets! — Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
- Take Aim! — Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
- First Rank, Fire! Second Rank, Fire! — Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
- Take Cover! — Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+).
- Duty and Honour! — Improve the Leadership and Objective Control characteristics of models in this unit by 1.
Detachment Rule — Karsk's Gunners
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Disciplined Volleys▾
Each time a friendly Karsk's Gunners unit is affected by an Order, until the start of your next Command phase, ranged attacks made by models in that unit can re-roll a of 1.
Enhancements
Select one of these Enhancements per battle.
Command Laurels▾
Karsk's Gunners Command Squad Karsk unit only
In your Command phase, if this unit is on the battlefield, you gain 1CP. In addition, each time this unit's Officer issues an Order, it is issued to all friendly Astra Militarum units on the battlefield.
Gunnery Officer (Aura)▾
Karsk's Gunners Field Ordnance Battery unit only
In your Command phase, if this unit is on the battlefield, you gain 1CP. In addition: Each time you roll to determine the number of attacks a model in this unit makes with a weapon, you can re-roll the result. This unit has the ability if it has not made any attacks yet this battle.
Stratagems
Send in the Next Wave
1CP▾- When
- Reinforcements step of your Movement phase.
- Target
- One destroyed friendly Cadian Shock Troops unit. You can use this Stratagem on that unit even though it is destroyed.
- Effect
- Add a new unit to your army identical to your destroyed unit, at its original . Set that unit up anywhere on the battlefield wholly within 9" of your battlefield edge and not within of one or more enemy units.
Bring It Down
1CP▾- When
- Your Shooting phase.
- Target
- Any number of friendly Astra Militarum units, and one enemy unit.
- Effect
- Until the end of the phase, each time a model in one of your selected units makes an attack that targets that enemy unit, you can re-roll the .
Artillery Strike
2CP▾- When
- Start of your opponent's Command phase.
- Target
- One friendly Officer model.
- Effect
- Until the end of the turn, halve the Move characteristic of enemy models, halve rolls made for enemy units, enemy units cannot declare a charge and each time an enemy model makes a ranged attack, subtract 1 from the .
- Restrictions
- You can only use this Stratagem once per battle.
Datasheets
Command Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit contains an Officer model and this unit is within range of an objective, this unit can re-roll rolls.
This unit's Officer can issue 1 Order to a Regiment unit.
Each time the Officer in this unit issues an Order, it can issue it to an eligible unit up to 24" away.
At the start of your Command phase, if this unit is below its , you can return up to D3 destroyed Platoon models (excluding Characters) to this unit.
Add 1 to the Objective Control characteristic of models in this unit.
Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Karsk model; 1 Veteran Guardsman with Power Fist model; 1 Veteran Guardsman with Master Vox model; 1 Veteran Guardsman with Medi-pack model; 1 Veteran Guardsman with Regimental Standard model. Karsk is equipped with: 1 Plasma Pistol; 1 Power Weapon. The Veteran Guardsman with Power Fist is equipped with: 1 Bolt Pistol; 1 Power Fist. The Veteran Guardsman with Master Vox is equipped with: 1 Lasgun; 1 Close Combat Weapon. The Veteran Guardsman with Medi-pack is equipped with: 1 Lasgun; 1 Close Combat Weapon. The Veteran Guardsman with Regimental Standard is equipped with: 1 Lasgun; 1 Close Combat Weapon.
Cadian Shock Troops
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Each time you target this unit with a Stratagem, roll one D6, adding 1 to the result if there are one or more friendly Officer models within 6": on a 5+, you gain 1CP.
Unit composition▾
1 Shock Trooper Sergeant model; 9 Shock Trooper models. The Shock Trooper Sergeant is equipped with either: 1 Bolt Pistol and 1 Chainsword; 1 Laspistol and 1 Chainsword; or 1 Sergeant's Autogun and 1 Close Combat Weapon. Up to 1 Shock Trooper can be equipped with a Vox-caster instead of a Lasgun. Up to 2 Shock Troopers can each be equipped with 1 Flamer, 1 Grenade Launcher, 1 Meltagun, or 1 Plasma Gun instead of a Lasgun. Every other Shock Trooper is equipped with: 1 Lasgun; 1 Close Combat Weapon.
Field Ordnance Battery
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit is being affected by an Order, provided it Remained Stationary this turn, Heavy weapons equipped by models in this unit have the [] ability.
At the start of the step, before any units have been set up, this unit can be split into two units, each containing one model.
Enhancements for this unit▾
Unit composition▾
2 Ordnance Team models. One Ordnance Team is equipped with: 1 Bombast Field Gun; 1 Lasgun; 1 Laspistol; Battery Close Combat Weapons. One Ordnance Team is equipped with: 1 Malleus Rocket Launcher; 1 Lasgun; 1 Laspistol; Battery Close Combat Weapons.
Armoured Sentinel
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack that targets a Monster or Vehicle unit, you can re-roll the .
[]. The bearer can only shoot with this weapon once per battle.
[]. Before selecting targets with either Plasma Cannon profile, select one to make attacks with.
Unit composition▾
1 Armoured Sentinel model. This model is equipped with: 1 Hunter-killer Missile; 1 Plasma Cannon; 1 Close Combat Weapon.
Strike Platoon Gorgonne VI
Tempestor Prime Kreeth's Command Squad comprises veteran Tempestus Scions, the most experienced of elite Gorgonne VI. These specialists guard and support the uncompromising officer while he marshals his exceptional soldiers into the perfect positions for the mission at hand, delivered to the heart of the battle by a Taurox Prime.
Army Rules
Voice of Command▾
If your Army Faction is Astra Militarum, Officer models with this ability can issue Orders. Each Officer datasheet specifies how many Orders it can issue in a battle round and which units are eligible to receive those Orders. Each time an Officer model issues an Order, select one of the Orders below, then select one eligible friendly unit within 6" of that Officer model to issue it to.
Officer models can issue Orders in your Command phase and at the end of a phase in which they disembarked from a Transport or were set up on the battlefield.
Until the start of your next Command phase, the unit you selected is affected by that Order. Unless otherwise stated, a unit can only be affected by one Order at a time (any Order subsequently issued to that unit replaces the current one). Orders cannot be issued to units, and if a unit being affected by an Order becomes Battle-shocked, that Order ceases to affect that unit. Only Astra Militarum models gain the benefit of an Order issued to their unit.
- Move! Move! Move! — Add 3" to the Move characteristic of models in this unit.
- Fix Bayonets! — Improve the Weapon Skill characteristic of melee weapons equipped by models in this unit by 1.
- Take Aim! — Improve the Ballistic Skill characteristic of ranged weapons equipped by models in this unit by 1.
- First Rank, Fire! Second Rank, Fire! — Improve the Attacks characteristic of Rapid Fire weapons equipped by models in this unit by 1.
- Take Cover! — Improve the Save characteristic of models in this unit by 1 (this cannot improve a model's Save to better than 3+).
- Duty and Honour! — Improve the Leadership and Objective Control characteristics of models in this unit by 1.
Detachment Rule — Strike Platoon Gorgonne VI
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Precision Drop▾
Each time a friendly Strike Platoon Gorgonne VI unit is set up on the battlefield using the ability, until the end of the turn, ranged attacks made by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Covert Commando▾
Strike Platoon Gorgonne VI Kreeth's Command unit only
Models in this unit have the ability. Enemy units cannot use the Fire Overwatch Stratagem to shoot at this unit.
Close Assault Doctrine▾
Strike Platoon Gorgonne VI Tempestus Scions unit only
Ranged weapons equipped by models in this unit have the [] ability. Each time this unit is targeted with the Fire Overwatch Stratagem, hits are scored on unmodified of 5+ while resolving that Stratagem.
Stratagems
Servo-Augur Array
1CP▾- When
- End of your Command phase.
- Target
- One friendly Astra Militarum unit.
- Effect
- Select one your unit is within range of. That objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
Swift Execution
1CP▾- When
- Your Movement phase.
- Target
- One friendly Astra Militarum Infantry unit from your army that has not been selected to move this phase.
- Effect
- Until the end of the phase, add 3" to the Move characteristic of models in your unit.
Indoctrinated Obedience
1CP▾- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One friendly Astra Militarum unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a model in your unit is destroyed, if that model has not shot this phase, roll one D6, adding 3 if your unit has the Vehicle keyword. On a 3+, do not remove the destroyed model from play; it can shoot after the attacking model's unit has finished making its attacks, and is then removed from play.
Datasheets
Kreeth's Command
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit can be attached to the following unit: TEMPESTUS SCIONS.
While this unit contains a Tempestor Prime, ranged weapons equipped by models in this unit have the [] ability.
This unit's Officer can issue 1 Order to a Regiment unit.
Each time the Officer in this unit issues an Order, it can issue it to an eligible unit up to 24" away.
Add 1 to the Objective Control characteristic of models in this unit.
At the start of your Command phase, if this unit is below its , you can return up to D3 destroyed Tempestus Scions models to this unit.
Before selecting targets with either Plasma Gun profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Tempestor Prime Kreeth model; 1 Tempestus Scion with Plasma Gun model; 1 Tempestus Scion with Regimental Standard model; 1 Tempestus Scion with Master Vox model; 1 Tempestus Scion with Medi-pack model. Tempestor Prime Kreeth is equipped with: 1 Bolt Pistol; 1 Tempestus Dagger. The Tempestus Scion with Plasma Gun is equipped with: 1 Plasma Gun; 1 Close Combat Weapon. The Tempestus Scion with Regimental Standard is equipped with: 1 Hot-shot Lasgun; 1 Close Combat Weapon. The Tempestus Scion with Master Vox is equipped with: 1 Hot-shot Laspistol; 1 Close Combat Weapon. The Tempestus Scion with Medi-pack is equipped with: 1 Hot-shot Laspistol; 1 Close Combat Weapon.
Tempestus Scions
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack, re-roll a of 1. If the target of that attack is an enemy unit within range of an , you can re-roll the Wound roll instead.
Enhancements for this unit▾
Unit composition▾
1 Tempestor model; 1 Tempestus Scion with Grenade Launcher model; 1 Tempestus Scion with Hot-shot Volley Gun model; 1 Tempestus Scion with Meltagun model; 1 Tempestus Scion model. The Tempestor is equipped with: 1 Bolt Pistol; 1 Power Fist. The Tempestus Scion with Grenade Launcher is equipped with: 1 Grenade Launcher; 1 Close Combat Weapon. The Tempestus Scion with Hot-shot Volley Gun is equipped with: 1 Hot-shot Volley Gun; 1 Close Combat Weapon. The Tempestus Scion with Meltagun is equipped with: 1 Meltagun; 1 Close Combat Weapon. The Tempestus Scion is equipped with: 1 Hot-shot Lasgun; 1 Close Combat Weapon.
Taurox Prime
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this model has shot, select one enemy unit that was hit by one or more of those attacks. Until the end of the phase, each time a friendly model that disembarked from this Transport this turn makes an attack that targets that enemy unit, you can re-roll the .
[]. Before selecting targets with either Taurox Missile Launcher profile, select one to make attacks with.
Transport▾
This model has a transport capacity of 12 Militarum Tempestus Infantry or Astra Militarum Infantry Character models.
Unit composition▾
1 Taurox Prime model. This model is equipped with: 1 Taurox Missile Launcher; 1 Twin Autocannon; Armoured Tracks.
Siguard's Crusaders
Marshal Siguard leads a compact but ferocious Black Templars force — a Primaris Crusader Squad and Intercessor Squad carrying the crusade forward while a Black Templars Impulsor delivers the killing blow at speed. This is a fan conversion, not an official Games Workshop product. Siguard's Crusaders was never updated to 11th edition Combat Patrol format by GW; this reference adapts the original 10th-edition Combat Patrol box to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Heirs of Sigismund▾
If an Adeptus Astartes unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit's Chapter. You cannot include units from more than one Chapter in your army.
If your army includes one or more units from the Black Templars Chapter or you are using a Black Templars Detachment:
- Adeptus Astartes units from your army lose the Oath of Moment army rule (if they have it), and it is replaced with the Templar Vows army rule.
- You cannot use the 1st Company Task Force Detachment (see Codex: Space Marines).
- Your army cannot include any Adeptus Astartes Psyker models.
- Your army cannot include the following datasheets from Codex: Space Marines: Gladiator Lancer; Gladiator Reaper; Gladiator Valiant; Impulsor; Land Raider Crusader; Repulsor; Repulsor Executioner; Sternguard Veteran Squad; Terminator Squad.
Templar Vows▾
If your Army Faction is Adeptus Astartes, at the start of the first battle round, select one of the following Vows to be active for Adeptus Astartes units from your army. While a Vow is active for a unit, that unit has the associated ability shown below.
- Each time this unit declares a charge, if one or more targets of that charge have the Psyker keyword, you can re-roll the Charge roll.
- Melee weapons equipped by models in this unit have the [] ability while targeting Psyker units.
Each time a model in this unit makes a melee attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the .
This unit is eligible to declare a charge in a turn in which it Fell Back, and each time a model in this unit makes a Pile-in or , it does not need to end that move closer to the closest enemy model, provided it ends that move as close as possible to the closest enemy unit.
If this unit has the Infantry keyword:
- At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
- If the mission you are playing features Actions, this unit is eligible to start to perform an Action in a turn in which it Advanced.
Detachment Rule — Siguard's Crusaders
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Purge the Foe.
Crusader's Charge▾
When a friendly Siguard's Crusaders unit ends a , until the end of the turn, that unit's melee attacks have +1 to .
Enhancements
Select one of these Enhancements per battle.
Crusaders' Fervour▾
Siguard's Crusaders Marshal Siguard model only
Add 1 to the Attacks characteristic of melee weapons equipped by models in the bearer's unit.
Righteous Defiance▾
Siguard's Crusaders Primaris Crusader Squad unit only
Models in this unit have the 5+ ability. In addition, once per battle, when this unit is selected as the target of an attack, you can use this ability. If you do, until the end of the phase, models in this unit have the Feel No Pain 4+ ability instead.
Stratagems
Shield of Zeal
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Siguard's Crusaders Infantry unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, if the attacking model is within 6" of your unit, models in your unit have a 4+ against that attack. Primaris Neophyte models in your unit have a 5+ invulnerable save against that attack instead.
Hate-Fuelled Strength
1CP▾- When
- Your Shooting phase or the Fight phase.
- Target
- One friendly Siguard's Crusaders Infantry unit that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack that targets the closest eligible target, you can re-roll the .
Goaded to Fury
1CP▾- When
- Your opponent's Shooting phase, just after an enemy unit has shot.
- Target
- One friendly Siguard's Crusaders Infantry unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Your unit can make a , but must end that move as close as possible to that enemy unit.
Datasheets
Marshal Siguard
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, each time a model in that unit makes a melee attack, an unmodified of 5+ scores a .
Each time this model's unit is selected to fight, until the end of the phase, add 1 to the Attacks characteristic of this model's Master-Crafted Power Weapon for each enemy unit within 6" of this model (to a maximum of +3).
[]. Plasma Pistol – Supercharge also has []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: SIGUARD'S CRUSADERS INTERCESSOR SQUAD; SIGUARD'S CRUSADERS PRIMARIS CRUSADER SQUAD.
Unit composition▾
1 Marshal Siguard model. This model is equipped with: 1 Master-crafted Power Weapon; 1 Plasma Pistol – Standard.
Primaris Crusader Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
In your opponent's Shooting phase, each time an enemy unit has shot, if any models in this unit were destroyed as a result of those attacks, this unit can make a surge move of up to D6+2".
Enhancements for this unit▾
Unit composition▾
1 Primaris Sword Brother model; 2 Primaris Initiate with Heavy Bolt Pistol and Astartes Chainsword models; 2 Primaris Initiate with Bolt Pistol and Bolt Rifle models; 1 Primaris Initiate with Pyreblaster model; 2 Primaris Neophyte with Bolt Pistol and Astartes Chainsword models; 2 Primaris Neophyte with Neophyte Firearm models. The Sword Brother is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.
Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
When an enemy unit targets this unit, if every model in this unit is within range of an objective, attacks that target this unit have -1 AP.
If you control an at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Each time this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, add 2 to the Attacks characteristic of bolt rifles equipped by models in this unit and you can only select one enemy unit as the target of all of this unit's attacks.
Unit composition▾
1 Intercessor Sergeant model; 4 Intercessor models. Every model is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon.
Black Templars Impulsor
Ranged weapons▾
Melee weapons▾
Abilities▾
Units can disembark from this Transport after it has Advanced. Units that do so count as having made a , and cannot declare a charge that turn.
This model has a transport capacity of 7 Tacticus or Phobos Infantry models. It cannot transport Jump Pack models.
Unit composition▾
1 Black Templars Impulsor model. This model is equipped with: 1 Armoured Hull; 1 Multi-melta; 2 Storm Bolters.
Strike Force Marcellos
The Blood Angels of Librarian Marcellos' strike force are skilled and ferocious warriors all. Marcellos favours a swift and overwhelming assault and has gathered his favoured battle-brothers accordingly. Whether speeding into battle aboard their Impulsor, slipping through the shadows to launch devastating ambushes, or striding at Marcellos' side with guns blazing, the Librarian's followers revere their wise battle-psyker leader and fight all the harder to see his will done upon the battlefield.
Army Rules
Oath of Moment▾
At the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the .
Detachment Rule — Strike Force Marcellos
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Red Thirst Unleashed▾
Each time a unit from this detachment ends a , until the end of the turn, melee weapons equipped by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Baalite Bladesman▾
Strike Force Marcellos Librarian Marcellos unit only
Improve the Armour Penetration characteristic of melee weapons equipped by models in the bearer's unit by 1.
Radiant Wrath (Psychic)▾
Strike Force Marcellos Librarian Marcellos unit only
Both of the bearer's Smite weapon profiles have the [] and [] abilities.
Stratagems
Controlled Ferocity
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One Adeptus Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, subtract 1 from the .
Harness the Flaw
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Adeptus Astartes Infantry unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack, re-roll a of 1. If that attack targets a Monster or Vehicle unit, you can re-roll the Wound roll instead.
Rapid Strike
1CP▾- Type
- Strategic Ploy Stratagem
- When
- End of your Shooting phase.
- Target
- One Intercessor Squad or Incursor Squad unit from your army that is not within of one or more enemy units.
- Effect
- Your unit can make a . It cannot embark within a Transport at the end of that move.
- Restrictions
- Until the end of the turn, your unit is not eligible to declare a charge.
Datasheets
Librarian Marcellos
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, models in that unit have a 4+ .
While this model is leading a unit, models in that unit have the 4+ ability against Psychic Attacks.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Intercessor Squad
Unit composition▾
1 Librarian Marcellos model. This model is equipped with: Bolt Pistol; Force Weapon.
Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
If you control an at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Each time this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, add 2 to the Attacks characteristic of bolt rifles equipped by models in this unit and you can only select one enemy unit as the target of all of this unit's attacks.
Unit composition▾
1 Intercessor Sergeant model; 4 Intercessor models. The Intercessor Sergeant is equipped with: Bolt Pistol; Astartes Chainsword. Every Intercessor is equipped with: Bolt Rifle; Bolt Pistol; Close Combat Weapon.
Incursor Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this unit has shot, select one enemy unit that was hit by one or more attacks made by this unit this phase. Until the end of the phase, each time a friendly Adeptus Astartes unit makes an attack that targets that enemy unit, add 1 to the .
Once per battle, at the start of any phase, you can select one enemy unit within 3" of the bearer and roll one D6: on a 2+, that enemy unit suffers D3 , or 2D3 mortal wounds instead if it is a Vehicle unit.
Unit composition▾
1 Incursor Sergeant model; 3 Incursor models; 1 Incursor model equipped with a haywire mine. The Incursor Sergeant is equipped with: Bolt Pistol; Occulus Bolt Carbine; Paired Combat Blades. Every other Incursor is equipped with: Bolt Pistol; Occulus Bolt Carbine; Paired Combat Blades, and the model with a haywire mine is additionally equipped with it.
Aggressor Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1.
Unit composition▾
3 Aggressor models. Every model is equipped with: Flamestorm Gauntlets; Twin Power Fists.
Impulsor
Ranged weapons▾
Melee weapons▾
Abilities▾
Units can disembark from this Transport after it has Advanced. Units that do so count as having made a , and cannot declare a charge that turn.
While a friendly Adeptus Astartes unit is within 6" of the bearer, each time you target that unit with a Stratagem, roll one D6: on a 5+, you gain 1CP.
The bearer has a 5+ .
This model has a transport capacity of 7 Tacticus or Phobos Infantry models. It cannot transport Jump Pack models.
Unit composition▾
1 Impulsor model. This model is equipped with: Bellicatus Missile Array; 2 Storm Bolters; Armoured Hull.
Mordekai's Judgement
The Dark Angels who march to war at Chaplain Mordekai's side are being tested. Mordekai is exacting and merciless, even for an Interrogator-Chaplain. He sees his battle-brothers' souls laid bare beneath his gimlet gaze, judging whether their combat record and spiritual fortitude is enough to see them advanced to the next circle of secrecy within the Chapter.
Army Rules
Oath of Moment▾
At the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the .
Detachment Rule — Mordekai's Judgement
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Trial by Combat▾
Each time a model in a unit from this detachment destroys an enemy Character model, you gain 1CP. You cannot gain more than 1CP in this way per turn.
Enhancements
Select one of these Enhancements per battle.
Stoic Exemplar▾
Mordekai's Judgement Chaplain Mordekai unit only
Each time a melee attack targets the bearer's unit, if one or more enemy units ended a within of the bearer's unit this turn, subtract 1 from the .
Zealous Wrath▾
Mordekai's Judgement Chaplain Mordekai unit only
You can re-roll and Charge rolls made for the bearer's unit.
Stratagems
Resolute in Duty
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Command phase.
- Target
- One Adeptus Astartes Infantry unit from your army.
- Effect
- Until the start of your next Command phase, add 1 to the Objective Control characteristic of models in your unit.
Teachings of the Lion
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Movement phase, just after an Adeptus Astartes Infantry unit from your army Falls Back.
- Target
- That Adeptus Astartes Infantry unit.
- Effect
- Until the end of the turn, your unit is eligible to either shoot or declare a charge (but not both) in a turn in which it Fell Back.
Fortitude of the First
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One Adeptus Astartes Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks and is within range of an you control.
- Effect
- Until the end of the phase, each time an attack targets your unit, your unit has the Benefit of Cover against that attack.
Datasheets
Chaplain Mordekai
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the .
Once per battle, at the start of any phase, you can select one friendly Adeptus Astartes unit that is and within 12" of this model. That unit is no longer Battle-shocked.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Intercessor Squad
Unit composition▾
1 Chaplain Mordekai model. This model is equipped with: Absolvor Bolt Pistol; Crozius Arcanum.
Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
If you control an at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
In your Shooting phase, when this unit is selected to shoot, select up to one visible enemy unit. While making those attacks, this unit's Bolt Rifle attacks that targeted that enemy unit have +2 A.
Unit composition▾
1 Intercessor Sergeant model; 4 Intercessor models. The Intercessor Sergeant is equipped with: Bolt Pistol; Power Weapon. Every Intercessor is equipped with: Bolt Pistol; Bolt Rifle; Close Combat Weapon.
Inceptor Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Movement phase, when this unit is set up on the battlefield using the ability, it can perform a meteoric descent. If it does, this unit can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units, but until the end of the turn, it is not eligible to declare a charge.
Unit composition▾
3 Inceptor models. Every model is equipped with: Assault Bolters; Close Combat Weapon.
Redemptor Dreadnought
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time an attack is allocated to this model, subtract 1 from the Damage characteristic of that attack.
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the .
Unit composition▾
1 Redemptor Dreadnought model. This model is equipped with: Icarus Rocket Pod; Macro Plasma Incinerator; Onslaught Gatling Cannon; Twin Fragstorm Grenade Launcher; Redemptor Fist.
Vigil Force Alphion
Lieutenant Alphion leads a versatile Deathwatch kill force assembled to eradicate xenos threats — Apothecary Krenn keeping the Intercessors fighting, Aggressors delivering crushing close-quarters firepower, and all of them able to adapt their weapons and tactics to any alien quarry. This is a fan conversion, not an official Games Workshop product. Vigil Force Alphion is an official GW 10th-edition Combat Patrol; this reference adapts it to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the .
Detachment Rule — Vigil Force Alphion
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Purge the Foe.
Vigil Protocols▾
At the start of your Shooting phase, you can select one enemy unit that is visible to one or more friendly Vigil Force Alphion units. Until the end of the turn, each time a friendly Vigil Force Alphion unit makes an attack that targets that enemy unit, add 1 to the .
Enhancements
Select one of these Enhancements per battle.
Aegis Vigilate▾
Vigil Force Alphion Lieutenant Alphion model only
Add 1 to the Toughness characteristic of models in the bearer's unit, and those models have a 4+ .
Aliens' Bane▾
Vigil Force Alphion Aggressor Squad unit only
Melee weapons equipped by models in this unit have the [] ability and each time a model in this unit makes a melee attack, add 1 to the .
Stratagems
Veteran Instincts
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, models in your unit have the 5+ ability. If your unit has the Gravis keyword, models in your unit have the Feel No Pain 4+ ability instead.
Special-Issue Ammunition
1CP▾- When
- Your Shooting phase.
- Target
- One Adeptus Astartes unit from your army that has not been selected to shoot this phase.
- Effect
- Select one of the following sets of abilities. Until the end of the phase, ranged weapons equipped by models in your unit have that set of abilities:
- [] [] []
- [] [] []
Deathwatch Teleportarium
1CP▾- When
- End of your opponent's Fight phase.
- Target
- One Adeptus Astartes unit from your army that is not within of any enemy units.
- Effect
- Remove your unit from the battlefield. In the Reinforcements step of your next Movement phase, set your unit up anywhere on the battlefield that is more than 3" horizontally from all enemy models. Until the end of the turn, your unit is not eligible to declare a charge.
- Restrictions
- You can only use this Stratagem once.
Datasheets
Lieutenant Alphion
Ranged weapons▾
Melee weapons▾
Abilities▾
This model's unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
While this model is leading a unit, weapons equipped by models in that unit have the [] ability.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: VIGIL FORCE ALPHION INTERCESSOR SQUAD.
Unit composition▾
1 Lieutenant Alphion model. This model is equipped with: 1 Bolt Pistol; 1 Master-crafted Power Weapon.
Apothecary Krenn
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, in your Command phase, you can return 1 destroyed model (excluding Character models) to that unit.
When this model's Bodyguard unit is destroyed, roll one D6: on a 2+, you gain 1CP.
Leader▾
This model can be attached to the following unit: VIGIL FORCE ALPHION INTERCESSOR SQUAD. Note: both Lieutenant Alphion and Apothecary Krenn can be attached to the Intercessor Squad, but only one Character may lead a unit at a time. If both are included, the second must remain unattached unless the first is destroyed.
Unit composition▾
1 Apothecary Krenn model. This model is equipped with: 1 Absolvor Bolt Pistol; 1 Close Combat Weapon; 1 Reductor Pistol.
Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
If you control an at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Each time this unit is selected to shoot, it can use this ability. If it does, until the end of the phase, add 2 to the Attacks characteristic of bolt rifles equipped by models in this unit and you can only select one enemy unit as the target of all of this unit's attacks.
[]. Before selecting targets with either Astartes Grenade Launcher profile, select one to make attacks with.
Unit composition▾
1 Intercessor Sergeant model; 7 Intercessor models; 2 Intercessor with Astartes Grenade Launcher models. The Intercessor Sergeant is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon. Every plain Intercessor is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Close Combat Weapon. Every Intercessor with Astartes Grenade Launcher is additionally equipped with: 1 Astartes Grenade Launcher.
Aggressor Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes a ranged attack that targets the closest eligible target, improve the Armour Penetration characteristic of that attack by 1.
Enhancements for this unit▾
Unit composition▾
3 Aggressor models. Every model is equipped with: 1 Flamestorm Gauntlets; 1 Twin Power Fists.
Aurellios' Banishers
The very nature of the wars fought by the Grey Knights often sees them vastly outnumbered by their foes, but rarely outclassed. Librarian Aurellios' strike force is no exception, for while its warriors may seem few in number, the focused martial and spiritual might they bring to the battlefield is more than enough to see the greatest alien or daemonic abominations laid low.
Army Rules
Gate of Infinity▾
If your Army Faction is Grey Knights, at the end of your opponent's Fight phase, you can select a number of units from your army that are on the battlefield (excluding units that are within of one or more enemy units), providing every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows: Incursion — up to 2 units; Strike Force — up to 3 units; Onslaught — up to 4 units.
Once you have made your selections, remove those units from the battlefield and place them into .
Detachment Rule — Aurellios' Banishers
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Sanctified Strike▾
Each time a unit from this detachment ends a , until the end of the phase, melee weapons equipped by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Banishment Stone (Psychic)▾
Aurellios' Banishers Librarian Aurellios unit only
Each time the bearer destroys an enemy Character model, roll one D6: on a 2+, you gain 1CP.
Dominating Aura (Psychic)▾
Aurellios' Banishers Librarian Aurellios unit only
The bearer has an Objective Control characteristic of 3.
Stratagems
Warded Plate
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit's Toughness characteristic, subtract 1 from the .
Unyielding to the Last
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One Grey Knights Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play.
Emergency Teleport
2CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Fight phase.
- Target
- One Grey Knights Infantry unit from your army that is within of one or more enemy units.
- Effect
- Until the end of the turn, your unit is eligible to be selected for the Gate of Infinity ability, even though it is within of enemy units.
Datasheets
Librarian Aurellios
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, models in that unit have the 4+ ability against Psychic Attacks.
While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Brotherhood Terminator Squad.
Unit composition▾
1 Librarian Aurellios model. This model is equipped with: Purge Soul; Nemesis Force Weapon.
Strike Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an that you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
Unit composition▾
1 Justicar model; 3 Grey Knight models equipped with storm bolters; 1 Grey Knight model equipped with a psilencer. The Justicar is equipped with: Storm Bolter; Nemesis Force Weapon. Every Grey Knight with a storm bolter is equipped with: Storm Bolter; Nemesis Force Weapon. The Grey Knight with a psilencer is equipped with: Psilencer; Close Combat Weapon.
Brotherhood Terminator Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes a melee attack that targets a unit (excluding Vehicles or Monsters), improve the Armour Penetration characteristic of that attack by 1.
Unit composition▾
1 Terminator Justicar model; 3 Brotherhood Terminator models; 1 Brotherhood Terminator model equipped with a psycannon. The Terminator Justicar is equipped with: Storm Bolter; Nemesis Force Weapon. Every other Brotherhood Terminator is equipped with: Storm Bolter; Nemesis Force Weapon, except the model with a psycannon, which is equipped with: Psycannon; Nemesis Force Weapon.
Nemesis Dreadknight
Ranged weapons▾
Melee weapons▾
Abilities▾
This model is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the .
Unit composition▾
1 Nemesis Dreadknight model. This model is equipped with: Heavy Psycannon; Nemesis Greatsword.
Vantarrion's Voidsmen
Eidelwynne Vantarrion is a Rogue Trader in the classical tradition, equal parts devoted servant of the Imperium and swashbuckling, acquisitive rogue. Surrounded by the skilled specialists of her entourage, and wielding ancient heirloom weaponry, Vantarrion cuts a path through the foe in search of both Imperial victory and personal enrichment.
Detachment Rule — Vantarrion's Voidsmen
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Boarding Action▾
Each time a unit from this detachment destroys an enemy unit in the Fight phase, until the end of the phase, that unit has the Lethal Hits ability.
Enhancements
Select one of these Enhancements per battle.
Void War Veterans▾
Vantarrion's Voidsmen Eidelwynne Vantarrion unit only
Each time a model in the bearer's unit makes a ranged attack, a is scored on an unmodified of 5+, instead of only a 6. In addition, once per battle round, you can target the bearer's unit with the Fire Overwatch Stratagem for 0CP, and when doing so, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
Starshell Bombardment▾
Vantarrion's Voidsmen Eidelwynne Vantarrion unit only
In your Command phase, select one enemy unit on the battlefield. Until the start of your next Command phase, halve the Move characteristic of models in that enemy unit and subtract 1 from and Charge rolls made for it.
Stratagems
Small-Arms Broadside
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase.
- Target
- One Navis Imperialis unit from your army that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, improve the Attacks and Ballistic Skill characteristics of ranged weapons equipped by models in your unit by 1.
Bulkhead by Bulkhead
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Movement phase, just after an enemy unit ends a Normal, or move.
- Target
- One Navis Imperialis unit from your army that is within 9" of that enemy unit.
- Effect
- Your unit can make a of up to D6".
Shipmaster's Vengeance
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One Navis Imperialis unit from your army that is not within of any enemy units and was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 4+, do not remove the destroyed model from play; it can shoot after the attacking unit has finished making its attacks and is then removed from play.
Datasheets
Eidelwynne Vantarrion
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, models in that unit have the ability.
After both players have deployed, select D3 Imperium Battleline units from your army and redeploy them. You can use this ability to place those units into , regardless of how many units are already in Strategic Reserves. If both players have abilities that redeploy units, roll off: the winner chooses who redeploys units first.
Models in the bearer's unit have the 5+ ability.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: Imperial Navy Breachers; Voidsmen-at-Arms
Unit composition▾
1 Eidelwynne Vantarrion model; 3 Rogue Trader Specialist models (1 Death Cult Assassin, 1 Lectro-maester, 1 Rejuvenant Adept). Eidelwynne Vantarrion is equipped with: Dartmask; Household Pistol; Laspistol; Voltaic Pistol; Close Combat Weapon; Death Cult Power Blade; Monomolecular Cane-Rapier. Every Rogue Trader Specialist is equipped with: Close Combat Weapon.
Voidsmen-At-Arms
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes a ranged attack that targets the closest eligible target, that attack has the [] ability.
If your Army Faction is not Agents of the Imperium, then for each Voidfarers Character unit you include in your army, you can include one Voidsmen-at-Arms unit in your army that does not count towards the number of Retinue units your army can include.
Unit composition▾
1 Voidmaster model; 1 Canid model; 3 Voidsman models; 1 Voidsman model equipped with a Voidsman rotor cannon. The Voidmaster and every Voidsman are equipped with: Artificer Shotgun; Laspistol; Close Combat Weapon, except where noted equipped instead with a Voidsman Rotor Cannon. The Canid is equipped with: Vicious Bite.
Imperial Navy Breachers
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack, re-roll a of 1. If the target of that attack is an enemy unit within range of an , you can re-roll the Wound roll instead.
The bearer has a 4+ .
Once per battle, when you select this unit as the target of the Grenade Stratagem, you can target one enemy unit visible to and within 18" of this unit that is not within of any units from your army, instead of one within 8".
Once per battle, when this unit is selected to shoot, until the end of the phase, ranged weapons equipped by this unit gain the [] ability.
Unit composition▾
1 Navis Sergeant-at-Arms model; 9 Armsmen models. The Sergeant-at-Arms is equipped with: Chainsword or Power Weapon; Autopistol or Bolt Pistol. Every Armsman is equipped with: Close Combat Weapon, and either a Navis Heavy Shotgun, Navis Las-Volley, Plasma Gun, Meltagun, or Chainfist. One Armsman is additionally equipped with a Demolition Charge.
Armiger Trailblazers
In order to provide reconnaissance for their noble masters, lower-ranking bondsmen and their Armiger suits are sometimes formed into sub-lances composed of two Knights and referred to as Armiger Trailblazers. Paired thusly, they stride ahead of their noble kin, sweeping the battlefield for foes, engaging lighter enemies and securing beachheads and areas of strategic importance prior to the main advance.
Army Rules
Household Vanguard▾
Operating at a distance from the main body of their household and without support from the heavier Knight suits of their superiors, the bondsmen who form Armiger Trailblazer sub-lances must draw upon the full extent of their piloting skill, carefully channelling power between subsystems to ensure both their warsuits' survival and the destruction of their foes.
In your Command phase, select one Armiger model from your army that is on the battlefield and select one of the following:
Auspicator Focus — Until the start of your next Command phase, that model's unit is eligible to shoot in a turn in which it Fell Back.
Vox-signal Boost — Until the start of your next Command phase, add 4 to that model's Objective Control characteristic.
Automated Repair Systems — That model regains 1 lost wound.
Detachment Rule — Armiger Trailblazers
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
First Through the Breach▾
Each time a unit from this detachment destroys an enemy unit, until the end of the battle, add 1 to and Charge rolls made for that unit.
Enhancements
Select one of these Enhancements per battle.
Servo-Skull Dataleech▾
Armiger Trailblazers Pilot Dantos and Thauvir unit only
Each time the bearer destroys an enemy Character unit, roll one D6: on a 2+, you gain 1CP.
Embedded Auto Medicae▾
Armiger Trailblazers Pilot Morrigan and Viridor unit only
Once per battle, at the start of the Fight phase, the bearer can use this Enhancement. If it does, until the end of the phase, the bearer has the 6+ ability.
Stratagems
Loping Gait
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Movement phase.
- Target
- One Armiger unit from your army that has not been selected to move this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models. When doing so, it can move within of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
Terrifying Charge
1CP▾- Type
- Epic Deed Stratagem
- When
- Your Charge phase, just after an Armiger unit from your army ends a .
- Target
- That Armiger unit.
- Effect
- Select one enemy unit within range of your unit. That enemy unit must take a test, subtracting 1 from the result.
Target Lock
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase.
- Target
- One Armiger unit from your army that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, ranged weapons equipped by models in your unit have the [] ability, and each time a model in your unit makes an attack, you can ignore any or all modifiers to the .
Datasheets
Pilot Dantos and Thauvir
Battleline* Against ranged attacks only
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this model has shot, select one enemy unit (excluding Monsters and Vehicles) hit by one or more of those attacks made with an Armiger autocannon. Until the start of your next turn, that enemy unit is suppressed. While that unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the .
While this model has 1-5 wounds remaining, subtract 3 from this model's Objective Control characteristic and each time this model makes an attack, subtract 1 from the .
Enhancements for this unit▾
Unit composition▾
1 Pilot Dantos and Thauvir model. This model is equipped with: 2 Armiger Autocannons; Questoris Heavy Stubber; Armoured Feet.
Pilot Morrigan and Viridor
Battleline* Against ranged attacks only
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this model makes a , until the end of the turn, add 1 to the Attacks characteristic of this model's reaper chain-cleaver – strike profile, and add 2 to the Attacks characteristic of this model's reaper chain-cleaver – sweep profile.
While this model has 1-5 wounds remaining, subtract 3 from this model's Objective Control characteristic and each time this model makes an attack, subtract 1 from the .
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Pilot Morrigan and Viridor model. This model is equipped with: Questoris Heavy Stubber; Reaper Chain-cleaver; Thermal Spear.
Thoryk's Void Hunters
Every warrior who follows Battle Leader Thoryk into war was hand-chosen by him for their ferocity, suicidal courage and hunter's instincts. These sons of Russ have battled together on many alien worlds, stalking enemy champions and war leaders like prey before descending upon them in a howling pack to tear their luckless quarry apart.
Army Rules
Oath of Moment▾
At the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the .
Detachment Rule — Thoryk's Void Hunters
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Relentless Hunters▾
Each time a unit from this detachment ends a , until the end of the phase, melee weapons equipped by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Tireless Hunter▾
Thoryk's Void Hunters Battle Leader Thoryk unit only
At the start of the first battle round, select one enemy unit. Each time the bearer makes an attack that targets that unit, add 1 to the .
Ferocious▾
Thoryk's Void Hunters Battle Leader Thoryk unit only
You can target the bearer's unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already used that Stratagem on a different unit this phase.
Stratagems
A Warrior's Death
1CP▾- Type
- Epic Deed Stratagem
- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One Adeptus Astartes unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6. On a 4+, do not remove the destroyed model from play; it can fight after the attacking model's unit has finished making its attacks, and is then removed from play.
Keen Senses
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase.
- Target
- One Adeptus Astartes unit from your army that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, ranged weapons equipped by models in your unit have the [] ability and each time a model in your unit makes an attack that targets a Character unit, re-roll a of 1.
Pack Ambush
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Shooting phase, just after a Reiver Squad unit from your army has finished making its attacks.
- Target
- One enemy unit that was hit by one or more of those attacks and is not within of that Reiver Squad unit.
- Effect
- That enemy unit must take a test. When doing so, subtract 2 from the result.
Datasheets
Battle Leader Thoryk
Ranged weapons▾
Melee weapons▾
Abilities▾
This model's unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
While this model is leading a unit, weapons equipped by models in that unit have the [] ability.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Intercessor Squad
Unit composition▾
1 Battle Leader Thoryk model. This model is equipped with: Bolt Pistol; Master-crafted Bolter; Master-crafted Power Weapon.
Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
If you control an at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
In your Shooting phase, when this unit is selected to shoot, select up to one visible enemy unit. While making those attacks, this unit's Bolt Rifle attacks that targeted that enemy unit have +2 A.
Unit composition▾
1 Intercessor Sergeant model; 9 Intercessor models. The Intercessor Sergeant is equipped with: Bolt Pistol; Astartes Chainsword. Every Intercessor is equipped with: Bolt Rifle; Bolt Pistol; Close Combat Weapon.
Reiver Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the Fight phase, each enemy unit within of one or more units with this ability must take a test, subtracting 1 from that test.
While an enemy unit (excluding Monsters and Vehicles) is within 3" of one or more units with this ability, subtract 1 from the Objective Control characteristic of models in that enemy unit.
Each time the bearer's unit makes a Normal, , or , ignore any vertical distance when determining the total distance the bearer can be moved during that move.
The bearer has the ability.
Unit composition▾
5 Reiver models. Every model is equipped with: Special Issue Bolt Pistol; Combat Knife; Reiver Grav-chute.
Invictor Tactical Warsuit
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per turn, in your opponent's Shooting phase, when a friendly Adeptus Astartes Phobos Infantry unit within 6" of this model is selected as the target of an attack, this model can use this ability. If it does, after that enemy model's unit has finished making its attacks, this model can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the .
Unit composition▾
1 Invictor Tactical Warsuit model. This model is equipped with: Fragstorm Grenade Launcher; Heavy Bolter; Twin Ironhail Autocannon; Twin Ironhail Heavy Stubber; Invictor Fist.
Askar's Wolfpack
Fyrri Askar leads a savage hunting pack — Blood Claws charging headlong into combat while Wolf Guard Terminators and the feral Wulfen tear into anything that stands in their way.
Army Rules
Curse of the Wulfen▾
While this unit is within 6" of one or more friendly Space Wolves Character models (excluding Wulfen models) or within 12" of one or more friendly Wolf Priest models, if it is not , add 1 to the Objective Control characteristic of Infantry models in it and add 3 to the Objective Control characteristic of Vehicle models in it.
Oath of Moment▾
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent's army. Until the start of your next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your Oath of Moment target, you can re-roll the .
Sagas▾
Each Detachment rule in Codex Supplement: Space Wolves includes a Saga you can complete, with additional effects that apply once you have done so.
Sons of Russ▾
If an Adeptus Astartes unit has a second Faction keyword on its datasheet, that Faction keyword is the name of that unit's Chapter. For example, Ragnar Blackmane has both the Adeptus Astartes and Space Wolves Faction keywords, and is therefore from the Space Wolves Chapter. You cannot include units from more than one Chapter in your army. If your army uses any of the Detachments from this book, it can include Space Wolves units, but it cannot include any Adeptus Astartes units drawn from any other Chapter.
Detachment Rule — Askar's Wolfpack
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Purge the Foe.
Hidden Hunters▾
Friendly Askar's Wolfpack units have -3" detection range.
Enhancements
Select one of these Enhancements per battle.
Aggressive Response▾
Askar's Wolfpack Wolf Guard Terminators unit only
Upgrade: (Once per turn, per unit) In your opponent's Shooting phase, when an enemy unit has shot, if this unit was hit by those attacks, this unit can make a surge move of up to D3+1".
Lone Hunter▾
Askar's Wolfpack Battle Leader model only
This model has:
- 9".
- .
- +1 T.
Stratagems
Born Hunters
1CP▾- When
- Your opponent's Movement phase, when an enemy unit that was engaged with a friendly Askar's Wolfpack unit (excluding Terminator units) ends a fall-back move, if that Askar's Wolfpack unit is unengaged.
- Target
- That Askar's Wolfpack unit.
- Effect
- Your unit can make a of up to D3+1".
Bestial Dominance
1CP▾- When
- Your Shooting phase or the Fight phase, when an enemy unit is destroyed by a friendly Askar's Wolfpack Wulfen unit.
- Target
- That Askar's Wolfpack Wulfen unit.
- Effect
- Your unit has +1 OC until the end of the battle.
Bring It Down
1CP▾- When
- Fight phase, when a friendly Askar's Wolfpack unit is selected to fight.
- Target
- That Askar's Wolfpack unit.
- Effect
- Your unit's melee attacks have [].
Datasheets
Fyrri Askar
Melee weapons▾
Abilities▾
This model has 6 W.
While this model is leading a unit, weapons equipped by models in that unit have the [] ability and, each time a model in that unit makes an attack that targets an enemy unit within 6", re-roll a of 1.
In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 2+, do not remove this model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: ASKAR'S WOLFPACK BLOOD CLAWS.
Unit composition▾
1 Fyrri Askar model. This model is equipped with: 1 Master-crafted Power Weapon.
Blood Claws
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
When this unit makes an move, that advance move does not prevent this unit from being eligible to declare a charge.
[]. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Blood Claw Pack Leader model; 9 Blood Claw models. The Blood Claw Pack Leader is equipped with: 1 Plasma Pistol – Standard; 1 Power Weapon. Every Blood Claw is equipped with: 1 Bolt Pistol; 1 Chainsword.
Wolf Guard Terminators
Ranged weapons▾
Melee weapons▾
Abilities▾
Attacks that target this unit with a Strength greater than this unit's Toughness have -1 to .
This unit can be set up in Reserves. See Deployment for further details.
Enhancements for this unit▾
Unit composition▾
1 Wolf Guard Terminator Pack Leader model; 1 Wolf Guard Terminator with Assault Cannon and Power Fist model; 3 Wolf Guard Terminator with Storm Bolter and Master-crafted Power Weapon models. The Wolf Guard Terminator Pack Leader is equipped with: 1 Relic Great Axe. The Wolf Guard Terminator with Assault Cannon and Power Fist is equipped with: 1 Assault Cannon; 1 Power Fist. Every Wolf Guard Terminator with Storm Bolter and Master-crafted Power Weapon is equipped with: 1 Master-crafted Power Weapon; 1 Storm Bolter.
Wulfen
Ranged weapons▾
Melee weapons▾
Abilities▾
This model's melee attacks can re-roll of 1.
When an enemy unit (excluding Monster/Vehicle units) engaged with this unit is selected to make a fall-back move:
- That enemy unit must select the desperate escape mode.
- If that enemy unit is , that enemy unit has -1 to the hazard rolls made for that desperate escape.
Unit composition▾
2 Wulfen with Wulfen Weapons and Stormfrag Auto-launcher models; 3 Wulfen with Wulfen Weapons models. Every Wulfen with Wulfen Weapons and Stormfrag Auto-launcher is equipped with: Death Totem; 1 Wulfen Weapons; 1 Stormfrag Auto-launcher. Every Wulfen with Wulfen Weapons is equipped with: Death Totem; 1 Wulfen Weapons.
Butchers of Hyporia
Dark legend throughout the Hyporia Cluster and beyond tells of a murderous crimson horde of malevolent otherworldly hunters that appear from nowhere and leave carnage in their wake. Yet even the most proscribed and lurid folklore falls short of the true horror of Kh'har'ret the Butcher. Conjured forth by terrible acts of bloodshed and murder, this daemon warlord and its unholy followers rampage across realspace, venting their unquenchable bloodlust on all in their paths.
Army Rules
The Shadow of Chaos▾
When daemons pour into realspace, maelstroms of warp energy spill through in their wake. Manifest emotion and unbridled, nightmarish forces twist all that they touch, reshaping the landscape into bizarre forms while tormenting mortal beings to madness. To be embroiled in such tempests is to endure conditions utterly anathema to the fundamental laws of reality, provoking primal terror in even the most emotionless warriors.
Certain areas of the battlefield are considered to be within your army's Shadow of Chaos, as follows: Your is always within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the within No Man's Land, until the end of that phase, No Man's Land is within your army's Shadow of Chaos. At the start of any phase, if you control at least half of the objective markers within your opponent's deployment zone, until the end of that phase, your opponent's deployment zone is within your army's Shadow of Chaos.
Daemonic Manifestation — While a unit from your army is within your army's Shadow of Chaos, each time that unit takes a test, add 1 to that test and, if that test is passed, one model in that unit regains up to D3 lost wounds (if that unit is a Battleline unit and that test is passed, up to D3 destroyed models can be returned to that unit instead).
Daemonic Terror — While an enemy unit is within your army's Shadow of Chaos, each time that unit takes a test, subtract 1 from that test and, if that test is failed, that enemy unit suffers D3 .
Detachment Rule — Butchers of Hyporia
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Blood for the Blood God▾
Each time a unit from this detachment destroys an enemy unit, until the end of the battle, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
Enhancements
Select one of these Enhancements per battle.
Incarnated Rage▾
Butchers of Hyporia Kh'har'ret the Butcher unit only
While the bearer is leading a unit, melee weapons equipped by models in that unit have the [] ability.
Warp Locus (Aura)▾
Butchers of Hyporia Kh'har'ret the Butcher unit only
The area of the battlefield within 3" of the bearer is considered to be within your army's Shadow of Chaos.
Stratagems
Blood-Maddened Banishment
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One Bloodletters unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play.
Empyric Predators
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Movement phase, just after an enemy unit ends a Normal, or move.
- Target
- One Flesh Hounds unit from your army that is within 6" of that enemy unit and has not been targeted with the Fire Overwatch Stratagem this phase.
- Effect
- Your unit can make a of up to 6". Until the end of the phase, your unit cannot be targeted with the Fire Overwatch Stratagem.
Manifest Hate
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One Legiones Daemonica unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, models in your unit have a 4+ .
Datasheets
Kh'har'ret the Butcher
Melee weapons▾
Abilities▾
While this model is leading a unit, each time a model in that unit makes an attack, add 1 to the .
Each time this model's unit Consolidates, it can move up to 6" instead of up to 3".
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Bloodletters
Unit composition▾
1 Kh'har'ret the Butcher model. This model is equipped with: Blade of Blood.
Bloodletters
BattlelineMelee weapons▾
Abilities▾
Each time an enemy unit (excluding Monsters and Vehicles) within of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also , subtract 1 from each of those Desperate Escape tests.
Unit composition▾
This box contains 2 Bloodletters units, each with 10 models. Each unit contains: 8 models equipped with a hellblade; 1 model equipped with a hellblade and daemonic icon; 1 model equipped with a hellblade and instrument of Chaos.
Flesh Hounds
Ranged weapons▾
Melee weapons▾
Abilities▾
At the end of your opponent's turn, if this unit is not within of one or more enemy units, you can remove it from the battlefield and place it into .
The bearer has the 3+ ability against Psychic Attacks.
Unit composition▾
This box contains 2 Flesh Hounds units, each with 5 models. Each unit contains: 1 Gore Hound equipped with a burning roar, gore-drenched fangs and collar of Khorne; 4 Flesh Hounds equipped with gore-drenched fangs and collar of Khorne.
Bloodcrushers
Melee weapons▾
Abilities▾
Each time this unit ends a , select one enemy unit within of this unit and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers D3 .
Unit composition▾
1 model equipped with: hellblade; Juggernaut's bladed horn. 1 model equipped with: hellblade; Juggernaut's bladed horn; daemonic icon. 1 model equipped with: hellblade; Juggernaut's bladed horn; instrument of Chaos.
Slaughter Talon
The Infernal household's War Dogs have been turned loose to stalk the wilds and hunt for fast-moving prey. A duo of War Dogs, together known as the Slaughter Talon, has closed upon its quarry, outmanoeuvring them and cutting off their escape. Now the hunters circle the prey hungrily, preparing to rush in for the kill. Energised by the prospect of bloodshed, the Slaughter Talon's Knight suits thrum with daemonic energies, their Warp-corrupted systems providing pilot and mechanism with greater speed, aggression and resilience.
Army Rules
Hunter Pack▾
In your Command phase, select one War Dog model from your army that is on the battlefield, and select one of the following:
Hunter's Instincts — That model can make a Normal or move of up to D3+1".
Killing Frenzy — Until the start of your next Command phase, melee weapons equipped by that model have the [] ability.
Infernal Restoration — That model regains 1 lost wound.
Detachment Rule — Slaughter Talon
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Blood on the Hunt▾
Each time a unit from this detachment destroys an enemy unit in the Fight phase, until the end of the phase, melee weapons equipped by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Frenzied to the Last▾
Slaughter Talon Zarkys and Helskarr unit only
If the bearer is destroyed by a melee attack and it has not fought this phase, roll one D6: on a 2+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and it is then removed from play. When making its attacks, the destroyed model is considered to have 1 wound remaining for the purpose of its Damaged ability.
Feral Hunter▾
Slaughter Talon Karthon and Fireghest unit only
At the start of the Deploy Armies step, you can set the bearer up in instead of setting it up on the battlefield. Each time the bearer is set up on the battlefield from Strategic Reserves, it can be set up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within 6" of one or more enemy units. When doing so, if the bearer is set up within 9" of one or more enemy units, until the end of the turn, it is not eligible to declare a charge.
Stratagems
Infernal Rage
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One War Dog unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, add 2 to the Attacks characteristic of slaughterclaw weapons equipped by models in your unit, and add 4 to the Attacks characteristic of armoured feet weapons equipped by models in your unit.
Hunter's Stride
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Movement phase.
- Target
- One War Dog unit from your army that has not been selected to move this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes a move, it can move through enemy models. When doing so, it can move within of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
Lunging Strike
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Charge phase.
- Target
- One War Dog unit from your army.
- Effect
- Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back. When doing so, it must select at least one enemy unit it was not within of at the start of the turn to be a target of that charge.
Datasheets
Zarkys and Helskarr
Battleline* Against ranged attacks only
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this model makes an attack that targets an enemy unit, if there are no other units from your opponent's army within 6" of that target, add 1 to the .
While this model has 1-5 wounds remaining, subtract 3 from this model's Objective Control characteristic and each time this model makes an attack, subtract 1 from the .
Enhancements for this unit▾
Unit composition▾
1 Zarkys and Helskarr model. This model is equipped with: Avenger Chaincannon; Havoc Multi-Launcher; Slaughterclaw.
Karthon and Fireghest
Battleline* Against ranged attacks only
Ranged weapons▾
Melee weapons▾
Abilities▾
Ranged weapons equipped by this model have the [] ability while targeting enemy units in range of one or more .
While this model has 1-5 wounds remaining, subtract 3 from this model's Objective Control characteristic and each time this model makes an attack, subtract 1 from the .
Enhancements for this unit▾
Unit composition▾
1 Karthon and Fireghest model. This model is equipped with: Avenger Chaincannon; Daemonbreath Spear; Diabolus Heavy Stubber; Armoured Feet.
Dark Zealots
This force of Chaos Space Marines is balanced and versatile, able to engage the foe at close quarters or in punishing firefights. This is well, for the fanatical Dark Apostle Ghallaron the Pious leads them into the most ferocious and varied war zones in his never-ending quest to offer praise to the Chaos Gods. His warriors follow him into the flames willingly enough, for they believe that by allying themselves to one so blessed by the Dark Gods, they too will receive the boons of the Chaos pantheon.
Army Rules
Cults of the Dark Gods▾
If your Army Faction is Heretic Astartes, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with Heretic Astartes:
- Khorne Berzerkers (see World Eaters)
- Rubric Marines (see Thousand Sons)
- Plague Marines (see Death Guard)
- Noise Marines (see Emperor's Children)
The combined points value of such units you can include in your army depends on the battle size, as follows:
- Incursion: up to 250 pts.
- Strike Force: up to 500 pts.
- Onslaught: up to 750 pts.
Dark Pacts▾
If your Army Faction is Heretic Astartes, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 . Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [] or [].
Detachment Rule — Dark Zealots
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Flames of Devotion▾
Each time a unit from this detachment ends a , until the end of the turn, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
Enhancements
Select one of these Enhancements per battle.
Hateful Exhortation▾
Dark Zealots Ghallaron the Pious unit only
At the start of the first battle round, select one enemy unit. Until the end of the battle, each time a model in the bearer's unit makes an attack that targets that enemy unit, on a Critical Wound, improve the Armour Penetration characteristic of that attack by 1.
Infernal Blessing▾
Dark Zealots Helbrute unit only
This unit has the 5+ ability.
Stratagems
Empyric Rites
1CP▾- Type
- Battle Tactic
- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One Dark Zealots Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, models in your unit have a 4+ .
Bitter Blows
1CP▾- Type
- Battle Tactic
- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One Dark Zealots Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play.
Malicious Volleys
1CP▾- Type
- Battle Tactic
- When
- Your Shooting phase.
- Target
- One Dark Zealots Infantry unit from your army that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack, re-roll a of 1. If that attack targets a unit that is Below Half-strength, you can re-roll the Hit roll instead.
Datasheets
Ghallaron the Pious
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit is leading a unit and contains a Ghallaron the Pious model, each time a model in that unit makes a melee attack, add 1 to the .
Once per battle, at the start of any phase, you can select one friendly Heretic Astartes unit that is and within 12" of this unit's Ghallaron the Pious model. That unit is no longer Battle-shocked.
At the start of the Fight phase, if this unit contains one or more Dark Disciple models, you can select one of those models and one enemy unit within of this unit, then roll one D6: on a 2-5, that enemy unit suffers 1 ; on a 6, that enemy unit suffers D3 mortal wounds. That Dark Disciple model is then destroyed.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: DARK ZEALOTS LEGIONARIES.
Unit composition▾
1 Ghallaron the Pious model; 2 Dark Disciple models. Ghallaron the Pious is equipped with: 1 Bolt Pistol; 1 Accursed Crozius. Every Dark Disciple is equipped with: 1 Close Combat Weapon.
Legionaries
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit targets an enemy unit with a melee attack, re-roll a of 1. If that enemy unit is within range of an , you can re-roll the Wound roll instead.
Each time the bearer's unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
Before the battle, at the start of the step, this unit can be split into two units, each containing five models.
[]. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Aspiring Champion model; 9 Legionary models. The Aspiring Champion is equipped with: 1 Plasma Pistol; 1 Accursed Weapon. 4 Legionaries are equipped with: 1 Bolt Pistol; 1 Boltgun; 1 Close Combat Weapon. 2 Legionaries are equipped with: 1 Bolt Pistol; 1 Astartes Chainsword. 1 Legionary is equipped with: 1 Bolt Pistol; 1 Astartes Chainsword; 1 Chaos Icon. 1 Legionary is equipped with: 1 Bolt Pistol; 1 Heavy Bolter; 1 Close Combat Weapon. 1 Legionary is equipped with: 1 Bolt Pistol; 1 Meltagun; 1 Close Combat Weapon.
Havocs
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack with a ranged weapon, you can ignore any or all modifiers to the and any or all modifiers to the Ballistic Skill characteristic of that weapon.
[] on the Frag profile. Before selecting targets with either Havoc Missile Launcher profile, select one to make attacks with.
[]; the Supercharge profile also has []. Before selecting targets with either Plasma Gun profile, select one to make attacks with.
Unit composition▾
1 Havoc Champion model; 4 Havoc models. The Havoc Champion is equipped with: 1 Plasma Gun; 1 Astartes Chainsword. 1 Havoc is equipped with: 1 Havoc Heavy Bolter; 1 Close Combat Weapon. 1 Havoc is equipped with: 1 Havoc Lascannon; 1 Close Combat Weapon. 1 Havoc is equipped with: 1 Havoc Missile Launcher; 1 Close Combat Weapon. 1 Havoc is equipped with: 1 Havoc Reaper Chaincannon; 1 Close Combat Weapon.
Helbrute
Ranged weapons▾
Melee weapons▾
Abilities▾
While a friendly Heretic Astartes unit is within 6" of this model, each time that unit makes a Dark Pact, until the end of the phase, its weapons gain both abilities conferred by that pact (instead of only one).
Enhancements for this unit▾
Unit composition▾
1 Helbrute model. This model is equipped with: 1 Helbrute Plasma Cannon; 1 Helbrute Hammer.
Masters of Terror
A jump-pack-borne Chaos Lord drops behind the enemy line at the head of a Nemesis Claw kill team, unleashing psychic terror and close-quarters murder on units already reeling from battle. Veteran Chosen and a Rhino provide the muscle and mobility to finish what the first strike starts.
Army Rules
Cults of the Dark Gods▾
If your Army Faction is Heretic Astartes, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with Heretic Astartes:
- Khorne Berzerkers (see World Eaters)
- Rubric Marines (see Thousand Sons)
- Plague Marines (see Death Guard)
- Noise Marines (see Emperor's Children)
The combined points value of such units you can include in your army depends on the battle size, as follows:
- Incursion: up to 250 pts.
- Strike Force: up to 500 pts.
- Onslaught: up to 750 pts.
Dark Pacts▾
If your Army Faction is Heretic Astartes, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 . Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [] or [].
Detachment Rule — Masters of Terror
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Night Terrors▾
Each time a unit from this detachment that made a this turn is selected to fight, that unit's melee attacks have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Shadow Haunter▾
Masters of Terror Chaos Lord with Jump Pack unit only
The bearer has the and abilities.
Flensemaster▾
Masters of Terror Nemesis Claw unit only
Improve the Strength, Armour Penetration and Damage characteristics of melee weapons equipped by models in the bearer's unit by 1.
Stratagems
Gruesome Trophies
1CP▾- Type
- Command
- When
- Your Command phase.
- Target
- One Masters of Terror unit from your army within range of an you control.
- Effect
- That remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
Half-Seen Horrors
1CP▾- Type
- Movement
- When
- Your opponent's Movement phase, just after an enemy unit ends a Normal, or move.
- Target
- One Masters of Terror unit from your army that is within 9" of the enemy unit that just ended that move, and not within of one or more enemy units.
- Effect
- Your unit can make a of up to D6", or a Normal move of up to 6" instead if it is a Jump Pack unit.
A Mighty Example
1CP▾- Type
- Shooting / Fight
- When
- Your Shooting phase, or the Fight phase.
- Target
- One Masters of Terror unit from your army that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in your unit by 1, and those weapons have the [] and [] abilities.
Datasheets
Chaos Lord with Jump Pack
Melee weapons▾
Abilities▾
During the step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the ability arrives from , the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
While this model is leading a unit, each time that unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: MASTERS OF TERROR NEMESIS CLAW.
Unit composition▾
1 Chaos Lord with Jump Pack model. This model is equipped with: 1 Twin Lightning Claws.
Nemesis Claw
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack that targets an enemy unit that is below its , add 1 to the . If that enemy unit is Below Half-strength, add 1 to the as well.
If a Character unit from your army with the Leader ability (excluding Epic Heroes) can be attached to a Legionaries unit, it can be attached to this unit instead.
At the start of the step this unit can be split into two units, each containing five models.
[]. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Visionary model; 9 Legionary models. The Visionary is equipped with: 1 Plasma Pistol; 1 Power Fist. 7 Legionaries are equipped with: 1 Bolt Pistol; 1 Astartes Chainsword. 1 Legionary is equipped with: 1 Bolt Pistol; 1 Flamer; 1 Close Combat Weapon. 1 Legionary is equipped with: 1 Bolt Pistol; 1 Nostraman Chainglaive.
Chosen
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
Unit composition▾
1 Chosen Champion model; 4 Chosen models. Every model is equipped with: 1 Boltgun; 1 Bolt Pistol; 1 Accursed Weapon.
Chaos Rhino
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.
At the start of your Command phase, this model regains 1 lost wound.
Transport▾
This model has a transport capacity of 12 Heretic Astartes Infantry models. It cannot transport Terminator, Jump Pack, Mutilators, Obliterators or Possessed models.
Unit composition▾
1 Chaos Rhino model. This model is equipped with: 1 Combi-bolter.
Remorseless Reavers
A Red Corsairs Reave-Captain leads a piratical raiding force built to strike fast, seize the enemy's holdings, and vanish before retaliation can land. His Raiders infiltrate ahead of the main force, a savage Fellgor Beastmen mob adds brute muscle press-ganged into service, and a Rhino keeps the whole warband moving.
Army Rules
Cults of the Dark Gods▾
If your Army Faction is Heretic Astartes, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with Heretic Astartes:
- Khorne Berzerkers (see World Eaters)
- Rubric Marines (see Thousand Sons)
- Plague Marines (see Death Guard)
- Noise Marines (see Emperor's Children)
The combined points value of such units you can include in your army depends on the battle size, as follows:
- Incursion: up to 250 pts.
- Strike Force: up to 500 pts.
- Onslaught: up to 750 pts.
Dark Pacts▾
If your Army Faction is Heretic Astartes, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 . Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [] or [].
Detachment Rule — Remorseless Reavers
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Reavers' Plunder▾
Each time a unit from this detachment destroys an enemy unit while within range of an , you gain 1CP. This can only occur once per turn.
Enhancements
Select one of these Enhancements per battle.
Blade of Blackheart▾
Remorseless Reavers Red Corsairs Reave-Captain unit only
Each time a model in the bearer's unit makes a melee attack, add 1 to the .
Glory Hunter▾
Remorseless Reavers Fellgor Beastmen unit only
You can target the bearer's unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you have already targeted a different unit with that Stratagem this turn.
Stratagems
Braying Hordes
1CP▾- Type
- Movement
- When
- Reinforcements step of your Movement phase.
- Target
- One destroyed Remorseless Reavers Damned unit from your army. You can use this Stratagem on that unit even though it is destroyed.
- Effect
- Add a new unit to your army identical to your destroyed unit, at its original . Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within of one or more enemy units.
Coldblooded Elimination
1CP▾- Type
- Shooting / Fight
- When
- Your Shooting phase or your Fight phase.
- Target
- One Remorseless Reavers unit from your army that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack, if the target of that attack is within range of an , you can re-roll the and you can re-roll the .
Reavers' Haste
1CP▾- Type
- Charge
- When
- Your Charge phase.
- Target
- One Remorseless Reavers Infantry unit from your army.
- Effect
- Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced. If you select one or more units within range of an as a target of that charge, add 1 to the Charge roll.
Datasheets
Red Corsairs Reave-Captain
Ranged weapons▾
Melee weapons▾
Abilities▾
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy and all enemy models.
Each time this model's unit ends a , until the end of the turn, add 1 to the Strength characteristic of melee weapons equipped by this model and improve the Armour Penetration characteristic of those weapons by 1.
Each time this unit declares a Charge that targets one or more units that are within range of one or more , you can re-roll the Charge roll.
[]. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: REMORSELESS REAVERS RED CORSAIRS RAIDERS.
Unit composition▾
1 Red Corsairs Reave-Captain model. This model is equipped with: 1 Bolt Pistol; 1 Plasma Pistol; 1 Power Maul.
Red Corsairs Raiders
Ranged weapons▾
Melee weapons▾
Abilities▾
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy and all enemy models.
The first time this unit destroys an enemy unit, until the end of the battle, while this unit is not , add 1 to the Objective Control characteristic of models in this unit.
If a Character unit from your army with the Leader ability can be attached to a Legionaries unit, it can be attached to this unit instead.
Unit composition▾
1 Red Corsairs Raider Champion model; 4 Red Corsairs Raider models. The Red Corsairs Raider Champion is equipped with: 1 Boltgun; 1 Hand Flamer; 1 Reaver's Blade. 1 Red Corsairs Raider is equipped with: 1 Boltgun; 1 Bolt Pistol; 1 Power Fist. 2 Red Corsairs Raiders are equipped with: 1 Bolt Pistol; 1 Boltgun; 1 Reaver's Blade. 1 Red Corsairs Raider is equipped with: 1 Bolt Pistol; 1 Meltagun; 1 Reaver's Blade.
Fellgor Beastmen
Ranged weapons▾
Melee weapons▾
Abilities▾
If this unit starts the game in , it can be set up in the Reinforcements step of your first, second or third Movement phase, regardless of any mission rules. If this unit is in Strategic Reserves, for the purposes of setting up this unit on the battlefield, treat the current battle round number as being one higher than it actually is.
Enhancements for this unit▾
Unit composition▾
1 Fellgor Champion model; 9 Fellgor Beastman models. The Fellgor Champion is equipped with: 1 Bolt Pistol; 1 Chainsword. 7 Fellgor Beastmen are equipped with: 1 Autopistol; 1 Close Combat Weapon. 1 Fellgor Beastman is equipped with: 1 Autopistol; 1 Great Weapon. 1 Fellgor Beastman is equipped with: 1 Corrupted Stave.
Chaos Rhino
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this Transport is selected to shoot, select up to 2 embarked models. Each selected model can shoot with one ranged weapon it is equipped with.
At the start of your Command phase, this model regains 1 lost wound.
Transport▾
This model has a transport capacity of 12 Heretic Astartes Infantry models. It cannot transport Terminator, Jump Pack, Mutilators, Obliterators or Possessed models.
Unit composition▾
1 Chaos Rhino model. This model is equipped with: 1 Havoc Launcher.
Warpsmith's Gauntlet
A Warpsmith strides to war at the head of a mixed warband, his forge-blessed devices keeping his followers' war machines running and his own weapons burning hot. Havocs rain fire from afar, Chaos Terminators anchor the close-quarters assault, and Legionaries hold the line between them — all bound together by the promises of the Dark Gods.
Army Rules
Cults of the Dark Gods▾
If your Army Faction is Heretic Astartes, you can include any of the following units in your army, and when you do so their Faction keywords are replaced with Heretic Astartes:
- Khorne Berzerkers (see World Eaters)
- Rubric Marines (see Thousand Sons)
- Plague Marines (see Death Guard)
- Noise Marines (see Emperor's Children)
The combined points value of such units you can include in your army depends on the battle size, as follows:
- Incursion: up to 250 pts.
- Strike Force: up to 500 pts.
- Onslaught: up to 750 pts.
Dark Pacts▾
If your Army Faction is Heretic Astartes, each time a unit with this ability is selected to shoot or fight, it can make a Dark Pact. If it does, it must first take a Leadership test before any effects of that Dark Pact are resolved; if that test is failed, that unit suffers D3 . Then, select one of the following abilities for that unit's weapons to gain until the end of the phase: [] or [].
Detachment Rule — Warpsmith's Gauntlet
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Relentless Bombardment▾
Each time a unit from this detachment that Remained Stationary is selected to shoot, improve the Armour Penetration characteristic of ranged weapons equipped by models in that unit by 1.
Enhancements
Select one of these Enhancements per battle.
Unmerciful Eye▾
Warpsmith's Gauntlet Warpsmith unit only
Each time a model in the bearer's unit makes a ranged attack, add 1 to the .
Baleforge Heart▾
Warpsmith's Gauntlet Chaos Terminator Squad unit only
Improve the Attacks characteristic of melee weapons equipped by models in the bearer's unit by 2, and each time a model in the bearer's unit makes a melee attack, add 1 to the .
Stratagems
Hardened by Hatred
1CP▾- Type
- Battle Tactic
- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One Warpsmith's Gauntlet unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit's Toughness characteristic, subtract 1 from the .
Shrieking Imps
1CP▾- Type
- Battle Tactic
- When
- Your Shooting phase.
- Target
- One Warpsmith's Gauntlet unit from your army that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, ranged weapons equipped by models in your unit have the [] ability.
Muzzleblaze Slaughter
1CP▾- Type
- Battle Tactic
- When
- Your Shooting phase.
- Target
- One Warpsmith's Gauntlet unit from your army that is within of one or more enemy units and has not been selected to shoot this phase.
- Effect
- Until the end of the phase, your unit's ranged weapons have the [] ability.
Datasheets
Warpsmith
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is within 3" of one or more friendly Heretic Astartes Vehicle units, this model has the ability.
In your Command phase, select one friendly Heretic Astartes Vehicle model within 3" of this model. That Vehicle model regains up to D3 lost wounds and, until the start of your next Command phase, each time that Vehicle makes an attack, add 1 to the . Each model can only be selected for this ability once per Command phase.
At the end of your Movement phase, select one enemy Vehicle unit within 12" of this model. That unit must take a test.
[]. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: WARPSMITH'S GAUNTLET HAVOCS; WARPSMITH'S GAUNTLET LEGIONARIES.
Unit composition▾
1 Warpsmith model. This model is equipped with: 1 Flamer Tendril; 1 Melta Tendril; 1 Plasma Pistol; 1 Forge Weapon.
Havocs
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack with a ranged weapon, you can ignore any or all modifiers to the and any or all modifiers to the Ballistic Skill characteristic of that weapon.
Unit composition▾
1 Havoc Champion model; 4 Havoc models. The Havoc Champion is equipped with: 1 Flamer; 1 Power Fist. 2 Havocs are equipped with: 1 Havoc Lascannon; 1 Close Combat Weapon. 2 Havocs are equipped with: 1 Havoc Autocannon; 1 Close Combat Weapon.
Chaos Terminator Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
During the step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models. If a unit with the ability arrives from , the controlling player can choose for that unit to be set up either using the rules for Strategic Reserves or using the Deep Strike ability.
Each time this unit makes a Dark Pact, until the end of the phase, each time a model in this unit makes an attack, you can re-roll the .
Enhancements for this unit▾
Unit composition▾
1 Terminator Champion model; 4 Chaos Terminator models. The Terminator Champion is equipped with: 1 Combi-weapon; 1 Chainfist. 1 Chaos Terminator is equipped with: 1 Reaper Autocannon. 1 Chaos Terminator is equipped with: 1 Combi-bolter; 1 Accursed Weapon. 2 Chaos Terminators are equipped with: 1 Combi-bolter; 1 Power Fist.
Legionaries
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit targets an enemy unit with a melee attack, re-roll a of 1. If that enemy unit is within range of an , you can re-roll the Wound roll instead.
Before the battle, at the start of the step, this unit can be split into two units, each containing five models.
[]. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Aspiring Champion model; 9 Legionary models. The Aspiring Champion is equipped with: 1 Plasma Pistol; 1 Heavy Melee Weapon. 7 Legionaries are equipped with: 1 Bolt Pistol; 1 Boltgun; 1 Close Combat Weapon. 1 Legionary is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Meltagun. 1 Legionary is equipped with: 1 Bolt Pistol; 1 Close Combat Weapon; 1 Heavy Bolter.
Gloeming Blades
Phlegmus Gloem delights in brewing exotic plague strains and unleashing them upon the foe, always aiming to produce the most spectacular and gruesome symptoms possible. The fruits of his labours are such that even the daemons of Nurgle clamour to appreciate them, eagerly oozing through the veil for the privilege — drawing a warband of Plague Marines and their daemonic kin to spread contagion wherever they march.
Army Rules
Nurgle's Gift (Aura)▾
If your Army Faction is Death Guard, while an enemy unit is within Contagion Range of one or more Death Guard units from your army, it is Afflicted.
Contagion Range: 1st Battle Round — 3"; 2nd Battle Round — 6"; 3rd Battle Round onwards — 9" (Contagion Range cannot be greater than 12" after modifiers).
Afflicted: During the step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.
Skullsquirm Blight — Each time a model in this unit makes a melee attack, subtract 1 from the .
Rattlejoint Ague — Worsen the Save characteristic of models in this unit by 1.
Scabrous Soulrot — Worsen the Move, Leadership and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1).
Detachment Rule — Gloeming Blades
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Entropic Bloom▾
Each time a unit from this detachment is within Contagion Range of one or more Afflicted enemy units at the start of the Fight phase, until the end of the phase, melee weapons equipped by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Gnawslop▾
Gloeming Blades Phlegmus Gloem unit only
Improve the Strength, Armour Penetration and Damage characteristics of melee weapons equipped by the bearer by 1.
Festerflute▾
Gloeming Blades Phlegmus Gloem unit only
Once per battle, in the Reinforcements step of your Movement phase, if the bearer is on the battlefield, you can add one Nurglings unit containing 3 models to your army in Reserves. If you do, until the end of the battle, when setting that unit up on the battlefield using the ability, it must also be set up wholly within your army's Contagion Range.
Stratagems
Feverglow
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase or the Fight phase.
- Target
- One Death Guard or Legiones Daemonica unit from your army that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a of 1. If the target is a Monster or Vehicle unit, you can re-roll the Hit roll instead.
Strength from Dread
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Plaguebearers or Plague Drones unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, improve the Strength and Armour Penetration characteristics of melee weapons equipped by models in your unit by 1.
Cloying Contagion
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Movement phase, just after an enemy unit (excluding Monsters and Vehicles) is selected to .
- Target
- One Death Guard or Legiones Daemonica unit from your army that is within of that enemy unit.
- Effect
- When that enemy unit Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is , subtract 1 from each of those tests.
Datasheets
Phlegmus Gloem
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, in your Command phase, you can return 1 destroyed Bodyguard model to that unit.
At the start of the Fight phase, select one enemy unit within of this model. Until the end of the phase, each time this model makes an attack that targets that unit, an unmodified of 5+ scores a . If that unit is Below Half-strength, an unmodified Hit roll of 4+ scores a Critical Hit instead.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Plague Marines
Unit composition▾
1 Phlegmus Gloem model. This model is equipped with: Bolt Pistol; Balesword.
Plague Marines
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, each time this unit is selected to shoot, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that unit is Afflicted.
When this unit's attacks target a unit within Contagion Range of a friendly unit, those attacks can re-roll of 1.
This unit has -3" detection range.
Unit composition▾
1 Plague Champion model; 1 Plague Marine model equipped with a plague spewer; 1 Plague Marine model equipped with a blight launcher; 4 Plague Marine models. The Plague Champion is equipped with: Plague Boltgun; Heavy Plague Weapon. Every other Plague Marine is equipped with: Plague Knives, and either a Plague Boltgun, Plague Spewer or Blight Launcher as noted.
Plaguebearers
BattlelineMelee weapons▾
Abilities▾
If you control an at the end of your Command phase and this unit is within range of that objective marker, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Before the battle, at the start of the step, this unit can be split into two units, each containing five models.
Unit composition▾
10 Plaguebearer models. Every model is equipped with: Plaguesword.
Plague Drones
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the end of the turn, each time a friendly Nurgle Legiones Daemonica unit makes an attack that targets that unit, you can re-roll the .
Unit composition▾
1 Plague Drone model. This model is equipped with: Death's Heads; Foul Mouthparts; Plaguesword.
The Shambling Horde
Many are the repulsive gifts of Nurgle, Chaos God of disease and despair, but few are as foul as the malaise known as Walking Pox. Typhus — known often as Nurgle's Herald, or simply the Traveller — is a vector for this appalling sickness. His warband of foetid Death Guard battle-brothers are accompanied at all times by a shambling swarm of Poxwalkers, victims of the Walking Pox whose bodies and minds have been twisted into repugnant parodies by the dubious blessings of Nurgle.
Army Rules
Nurgle's Gift (Aura)▾
If your Army Faction is Death Guard, while an enemy unit is within Contagion Range of one or more Death Guard units from your army, it is Afflicted.
Contagion Range: 1st Battle Round — 3"; 2nd Battle Round — 6"; 3rd Battle Round onwards — 9" (Contagion Range cannot be greater than 12" after modifiers).
Afflicted: During the step, select one of the Plagues below. Until the end of the battle, while an enemy unit is Afflicted, subtract 1 from the Toughness characteristic of models in that unit, and that unit has the effect of your chosen Plague.
Skullsquirm Blight — Each time a model in this unit makes a melee attack, subtract 1 from the .
Rattlejoint Ague — Worsen the Save characteristic of models in this unit by 1.
Scabrous Soulrot — Worsen the Move, Leadership and Objective Control characteristics of models in this unit by 1 (this rule can only worsen a model's Objective Control characteristic to a minimum of 1).
Detachment Rule — The Shambling Horde
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Relentless Decay▾
Each time a unit from this detachment is , until the end of the turn, melee weapons equipped by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Walking Plague▾
The Shambling Horde Typhus unit only
In your Command phase, select one friendly Poxwalkers unit within Contagion Range of the bearer. Return up to D6 destroyed Poxwalker models to that unit.
Miasmic Arrival▾
The Shambling Horde Folgoth Grelch unit only
Models in the bearer's unit have the ability.
Stratagems
Corrosive Effluents
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase or the Fight phase.
- Target
- One Death Guard unit from your army that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1.
Harbingers of Despair
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Start of the Fight phase.
- Target
- One Death Guard unit from your army.
- Effect
- Each enemy unit within of your unit must take a test.
Disgustingly Resilient
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One Death Guard unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack is allocated to a model in your unit, subtract 1 from the Damage characteristic of that attack.
Datasheets
Typhus
Melee weapons▾
Abilities▾
While this model is leading a unit, each time a melee attack targets that unit, subtract 1 from the .
In your Shooting phase, you can select one enemy unit within 18" of and visible to this model (excluding units with the ability that are not part of an Attached unit and are not within 12" of this model) and roll one D6: on a 1, this model's unit suffers D3 ; on a 2-5, that enemy unit suffers D6 mortal wounds; on a 6, that enemy unit suffers D3+3 mortal wounds.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Poxwalkers
Unit composition▾
1 Typhus model. This model is equipped with: Lakrimae.
Folgoth Grelch
Ranged weapons▾
Melee weapons▾
Abilities▾
The first time this model's unit destroys an enemy unit as a result of a melee attack, until the end of the battle, add 6 to the Objective Control characteristic of this model.
While this model is leading a unit, weapons equipped by models in that unit have the [] ability. In addition, each time a model in that unit makes an attack, a is scored on an unmodified of 5+, instead of only a 6.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Plague Marines
Unit composition▾
1 Folgoth Grelch model. This model is equipped with: Hyper Blight Grenades; Injector Pistol; Plague Knives.
Plague Marines
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, each time this unit is selected to shoot, after this unit has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that unit is Afflicted.
When this unit's attacks target a unit within Contagion Range of a friendly unit, those attacks can re-roll of 1.
This unit has -3" detection range.
Unit composition▾
1 Plague Champion model; 1 Plague Marine model equipped with a plague spewer; 1 Plague Marine model equipped with a blight launcher; 4 Plague Marine models. The Plague Champion is equipped with: Plague Boltgun; Heavy Plague Weapon. Every other Plague Marine is equipped with: Plague Knives, and either a Plague Boltgun, Plague Spewer or Blight Launcher as noted.
Poxwalkers
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack that destroys an enemy model (excluding Monster and Vehicle models), you can return one destroyed Poxwalkers model to this unit. While Typhus is leading this unit, enemy models destroyed as a result of Typhus' Eater Plague ability count as enemy models destroyed by an attack made by a model in this unit for the purposes of this ability.
Unit composition▾
10 Poxwalker models. Every model is equipped with: Improvised Weapon.
Depraved Coterie
Eager to sample the myriad sensations of battle, these dilettante bands of Slaaneshi killers whirl from one fight to the next like the arms of some bladed carousel. Time and again, they leave bloodied foes reeling, rushing gleefully from combat to combat without discipline or restraint, wearing down their disoriented victims in the process.
Army Rules
Thrill Seekers▾
If your Army Faction is Emperor's Children, this unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back, but when doing so:
It cannot target a unit it was within of at the start of the turn. It cannot target a unit that was the target of another unit's charge or attack this phase.
Detachment Rule — Depraved Coterie
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Carousel of Carnage▾
Each time a unit from this detachment destroys an enemy unit in the Fight phase, until the end of the phase, that unit has the ability.
Enhancements
Select one of these Enhancements per battle.
Obscene Conjurations▾
Depraved Coterie Sybastis Luxx unit only
Each time the bearer makes a Psychic Attack, you can re-roll the and you can re-roll the Damage roll.
Unspeakable Hunger▾
Depraved Coterie Sybastis Luxx unit only
You can re-roll rolls made for the bearer's unit. Once per battle round, at the end of your opponent's Charge phase, you can select one friendly unit within 9" of the bearer that is not within of one or more enemy units. If you do, that friendly unit can declare a charge that can only target enemy units within 6" of it. Note that even if this charge is successful, that friendly unit does not receive any Charge bonus this turn.
Stratagems
Degrading Demise
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Shooting phase or the Fight phase, just after an Emperor's Children or Legions of Excess unit from your army has shot or fought.
- Target
- That Emperor's Children or Legions of Excess unit.
- Effect
- Select one enemy unit that your unit's attacks destroyed one or more enemy models from. That enemy unit must take a test, subtracting 1 from the result if that enemy unit is Below Half-strength.
- Restrictions
- Each time an enemy unit fails a test as a result of this Stratagem, until the end of the battle, you cannot use this Stratagem on that unit again.
Perfumed Poisons
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Emperor's Children or Legions of Excess unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack, if the Strength characteristic of that attack is less than or equal to the Toughness characteristic of the target, add 1 to the .
Darkest Dreams
1CP▾- Type
- Strategic Ploy Stratagem
- When
- End of the Fight phase.
- Target
- One Legions of Excess unit from your army that is not within of one or more enemy units.
- Effect
- Remove your unit from the battlefield and place it into . If your unit has the Daemonettes keyword, return up to D3 destroyed models to your unit. If your unit has the Fiends keyword, one model in your unit regains up to D3 lost wounds.
Datasheets
Sybastis Luxx
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, each time a ranged attack targets that unit, models in it have the Benefit of Cover against that attack.
In your Shooting phase, after this model has shot, select one Infantry unit hit by one or more of those attacks made with its Agonising Energies. Until the start of your next turn, that unit is wracked with agonies. While a unit is wracked with agonies, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Tormentors
Unit composition▾
1 Sybastis Luxx model. This model is equipped with: Agonising Energies; Bolt Pistol; Force Weapon.
Tormentors
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
Unit composition▾
5 Tormentors models. This unit includes 1 Champion model. The Champion is equipped with: Bolt Pistol; Power Sword. Every other model is equipped with: Close Combat Weapon, and either a Boltgun or a Meltagun.
Daemonettes
BattlelineMelee weapons▾
Abilities▾
At the start of the Fight phase, each enemy unit within of one or more units from your army with this ability must take a test, subtracting 1 from the result if that enemy unit is Below Half-strength.
Unit composition▾
10 Daemonettes models. Every model is equipped with: Slashing Claws.
Fiends
Melee weapons▾
Abilities▾
Each time an enemy unit (excluding Monsters and Vehicles) within of one or more units from your army with this ability Falls Back, models in that unit must take Desperate Escape tests. When doing so, if that enemy unit is also , subtract 1 from each of those Desperate Escape tests.
Unit composition▾
3 Fiends models. Every model is equipped with: Barbed Tail and Dissecting Claws.
The Coven Temporus
Ahrak the Time Weaver travels the stars by esoteric means, riding the temporal flow of the universe to skip back and forth through the ages of reality. He seeks artefacts of ancient provenance, though whether to further his own power or that of the Thousand Sons remains to be seen. To aid him in his quest, Ahrak leads a warband of twisted Tzeentchian Beastmen known as Tzaangors, as well as his personal bodyguard of hulking Scarab Occult Terminators.
Army Rules
Cabal of Sorcerers▾
The Thousand Sons channel the arcane through battlefield ritual, beseeching the Changer of the Ways to aid them.
At the end of your Command phase, each model from your army with this ability that is on the battlefield (excluding models) generates you a number of Cabal points equal to the number shown in its ability (e.g. a model with the Cabal of Sorcerers 2 ability would generate you 2 Cabal points). The combined total of these is your Cabal points pool.
During the battle round, you can use Rituals from the list below, deducting the Cabal points cost of each one from your Cabal points pool. If you do not have enough Cabal points for a Ritual, you cannot use it. Each Ritual can only be used once per phase. At the start of your next Command phase, your Cabal points pool resets to zero. Each time you use a Ritual, select one Thousand Sons Psyker model from your army, then apply that Ritual's effect using that Psyker.
Weaver of Fates (Psychic) — 2 Cabal points. Use this Ritual at the start of any phase. Once during that phase, when a is failed for a friendly Thousand Sons model whose unit is within 18" of this Psyker, you can re-roll that saving throw.
Echoes from the Warp (Psychic) — 6 Cabal points. Use this Ritual at the start of any phase. Once this phase, you can select this Psyker's unit as the target of a Stratagem for 0CP, even if you have already used that Stratagem this phase.
Detachment Rule — The Coven Temporus
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Echoes of Prospero▾
Each time a unit from this detachment destroys an enemy unit, you gain 1 Cabal point. You cannot gain more than 1 Cabal point in this way per turn.
Enhancements
Select one of these Enhancements per battle.
Temporal Sorceries▾
The Coven Temporus Ahrak the Time Weaver unit only
The bearer has the and abilities. In addition, at the end of your Command phase, if the bearer is on the battlefield, you gain D3 Cabal points.
Arch-Diabolist▾
The Coven Temporus Ahrak the Time Weaver unit only
The bearer has the and abilities. In addition, both of the bearer's Fires of the Abyss weapon profiles have the [] ability.
Stratagems
Wreathed in Warpflame
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Thousand Sons unit from your army (excluding Tzaangors units) that has not been selected to fight this phase.
- Effect
- Until the end of the phase, melee weapons equipped by models in your unit have the [] ability and each time a model in your unit makes an attack that targets a Monster or Vehicle unit, an unmodified of 5+ scores a .
Mutant Cunning
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One Tzaangors unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Your unit can make a of up to D6" and, until the end of the phase, each time a ranged attack targets your unit, models in your unit have the Benefit of Cover against that attack.
Malign Entanglement
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Charge phase, just after an enemy unit has declared a charge.
- Target
- One Thousand Sons unit from your army that was selected as a target of that charge.
- Effect
- Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
Datasheets
Ahrak the Time Weaver
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, weapons equipped by models in that unit have the [] ability.
Once per turn, you can change the result of one , one or one made for this model to an unmodified 6.
Enhancements for this unit▾
Unit composition▾
1 Ahrak the Time Weaver model. This model is equipped with: Inferno Bolt Pistol; Fires of the Abyss; Force Weapon.
Scarab Occult Terminators
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit contains one or more Psyker models, each time an attack targets this unit, subtract 1 from the .
Unit composition▾
1 Scarab Occult Sorcerer model; 2 Scarab Occult Terminator models equipped with inferno combi-bolters; 1 Scarab Occult Terminator model equipped with a soulreaper cannon; 1 Scarab Occult Terminator model equipped with a hellfyre missile rack and inferno combi-bolter. The Scarab Occult Sorcerer is equipped with: Malefic Curse; Force Weapon; Prosperine Khopesh. Every Scarab Occult Terminator is equipped with: Prosperine Khopesh, and either Inferno Combi-bolter(s), a Soulreaper Cannon, or a Hellfyre Missile Rack as noted.
Tzaangors
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your opponent's turn, if this unit is more than 6" horizontally away from all enemy units, you can remove this unit from the battlefield and place it into .
Unit composition▾
10 Tzaangor models. Every model is equipped with: Autopistol; Chainsword.
Warptongue's Hex-Pact
A master of empyric ritual and daemonic conjuration, Madrax Warptongue thirsts for forbidden knowledge. Blessed by Tzeentch with formidable magical might, he uses these gifts to empower his thralls through Warp rituals and to obliterate his enemies' minds, bodies and souls with diabolic spells, his Rubric Marines and daemonic allies bound to his hex-pact.
Army Rules
Blessings of Change▾
The sorcerous leaders of the Thousand Sons may channel their power to summon Tzeentch's daemonic servants and bind them to their will. They use their magicks to mutate the battlefield, harvest forbidden knowledge, conjure infernal illusions and empower their underlings, daemonic or otherwise.
At the start of your Shooting phase, one model from your army with this ability can attempt one Ritual from those listed below. To do so, select one model from your army with this ability that has not yet attempted a Ritual this turn and select one Ritual no model from your army has manifested this turn, then take a Psychic test for that model by following the sequence below.
Psychic Test Sequence: Roll 2D6. Channel the Warp (Optional) — then, if one or more doubles or triples were rolled during this test, that model's unit suffers D3 . If that model is not destroyed, the combined total of all the dice rolled during this test is the Psychic test result. If this equals or exceeds the Warp Charge value of the Ritual being attempted, that model manifests that Ritual and you resolve its effects.
Destiny's Ruin (Psychic) — Warp Charge 5. Select one enemy unit within 24" of and visible to the manifesting model. Until the end of the phase, each time a Thousand Sons or Legiones Daemonica model from your army makes an attack that targets that unit, re-roll a of 1.
Temporal Surge (Psychic) — Warp Charge 6. Select one friendly Thousand Sons or Legiones Daemonica unit that is not within of one or more enemy units and is within 24" of and visible to the manifesting model. That unit can make a of up to D6", and until the end of the turn, that unit is not eligible to declare a charge.
Detachment Rule — Warptongue's Hex-Pact
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Warp-Touched▾
Each time a Ritual manifests for a unit from this detachment this phase, until the end of the phase, that unit has the 6+ ability.
Enhancements
Select one of these Enhancements per battle.
Worthy Offerings▾
Warptongue's Hex-Pact Madrax Warptongue unit only
The bearer's ranged weapons have the [] and [] abilities.
Ephemeral Form▾
Warptongue's Hex-Pact Madrax Warptongue unit only
The bearer's unit is eligible to shoot in a turn in which it Advanced or Fell Back. Each time a model in the bearer's unit makes a Normal, or move, it can move through enemy models. When doing so, it can move within of such models but cannot end that move within Engagement Range of them, and any Desperate Escape test is automatically passed.
Stratagems
Wrath of the Warp
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One Thousand Sons Psyker or Legiones Daemonica unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a Psyker or Legiones Daemonica model from your unit is destroyed, after the attacking unit has finished making its attacks, roll one D6, adding 2 to the result if the attacking unit has the Psyker keyword: on a 2-4, the attacking unit suffers 1 ; on a 5+, the attacking unit suffers 2 mortal wounds.
Cursetouch
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Thousand Sons Psyker or Legiones Daemonica unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by Psyker and Legiones Daemonica models in your unit.
Intimidating Intrusion
1CP▾- Type
- Strategic Ploy Stratagem
- When
- End of your opponent's Movement phase.
- Target
- One Thousand Sons unit from your army.
- Effect
- Select one Psyker model in your unit, then select one within 12" of that model that is under your opponent's control and has no models from your opponent's army within range that have an Objective Control characteristic of 1 or more. Your unit takes a Leadership test. If that test is passed, that objective marker is no longer under your opponent's control or secured by them.
Datasheets
Madrax Warptongue
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per battle, in your Shooting phase or the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength and Attacks characteristic of Psychic weapons equipped by this model by 3.
While this model is leading a unit, weapons equipped by models in that unit have the [] ability.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Rubric Marines
Unit composition▾
1 Madrax Warptongue model. This model is equipped with: Inferno Bolt Pistol; Pandaemonic Delusion; Force Weapon; Prosperine Khopesh.
Rubric Marines
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes a ranged attack, re-roll a of 1. If the attack targets a unit within range of an you do not control, you can re-roll the Wound roll instead.
Before the battle, at the start of the step, this unit can be split into two units, each containing five models. If you do, one of those units must contain all models equipped with warpflamers and the other unit the remaining models.
Unit composition▾
1 Aspiring Sorcerer model; 9 Rubricae models. The Aspiring Sorcerer is equipped with: Malefic Curse; Force Weapon. Every Rubricae model is equipped with: Inferno Boltgun; Close Combat Weapon, except where noted equipped instead with a Warpflamer or Soulreaper Cannon.
Flamers
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit is eligible to shoot in a turn in which it Fell Back.
Unit composition▾
3 Flamer models. Every model is equipped with: Flickering Flames; Flamer Mouths.
Screamers
Melee weapons▾
Abilities▾
In your Movement phase, after this unit ends a , select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 .
Unit composition▾
3 Screamer models. Every model is equipped with: Lamprey Bite.
Arkoth's Gorepact
Having braved the horrors of the eightfold path, Arkoth Skorgardt has emerged as monstrous in soul as he was in spirit. Arkoth now shares his body with the Bloodthirster Akzharakk, whose might and unquenchable thirst for bloodshed manifest in the Slaughterbound's mutant form, driving a warband of Goremongers and daemonic allies to ever greater carnage.
Army Rules
Blessings of Khorne▾
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne. Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.
Wrathful Devotion (any double) — Models in this unit have the 6+ ability. If models in this unit already have the Feel No Pain ability, add 1 to their Feel No Pain rolls.
Total Carnage (double 4+ or any triple) — Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play.
Warp Blades (double 5+ or any triple) — Melee weapons equipped by models in this unit have the [] ability.
Detachment Rule — Arkoth's Gorepact
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Carnage Unbound▾
Each time a unit from this detachment is charged, until the end of the phase, melee weapons equipped by models in that unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Dread Patron▾
Arkoth's Gorepact Arkoth Skorgardt unit only
Each time the bearer makes a melee attack, add 1 to the . The bearer has the 5+ ability.
Whirlwind of Blood (Aura)▾
Arkoth's Gorepact Arkoth Skorgardt unit only
While a friendly World Eaters or Legiones Daemonica unit is wholly within 6" of the bearer: models in that unit have the ability; enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.
Stratagems
Rending Strikes
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Slaughterbound or Bloodletters unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, add 1 to the Damage characteristic of melee weapons equipped by models in your unit.
Infernal Resilience
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One World Eaters unit from your army that is within 6" of one or more friendly Legiones Daemonica units and was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, models in your unit have a 4+ .
Unrelenting Savagery
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One World Eaters or Legiones Daemonica unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, subtract 1 from the .
Datasheets
Arkoth Skorgardt
Melee weapons▾
Abilities▾
Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, add 3 to the Attacks characteristic of melee weapons equipped by this model and those weapons have the [] ability.
Enhancements for this unit▾
Unit composition▾
1 Arkoth Skorgardt model. This model is equipped with: Lacerator and Daemonic Claw.
Goremongers
Ranged weapons▾
Melee weapons▾
Abilities▾
In your opponent's Movement phase, if an enemy unit ends a move within 8" of this unit, if this unit is not within of one or more enemy units, this unit can make a of up to D6".
Unit composition▾
8 Goremongers models. Every model is equipped with: Autopistol; Chainblade.
Bloodletters
BattlelineMelee weapons▾
Abilities▾
Each time an enemy unit (excluding Monsters and Vehicles) within of one or more units from your army with this ability Falls Back, models in that enemy unit must take Desperate Escape tests. When doing so, if that enemy unit is also , subtract 1 from each of those Desperate Escape tests.
Before the battle, at the start of the step, this unit can be split into two units, each containing five models.
Unit composition▾
10 Bloodletter models. Every model is equipped with: Hellblade.
Flesh Hounds
Ranged weapons▾
Melee weapons▾
Abilities▾
At the end of your opponent's turn, if this unit is not within of one or more enemy units, you can remove it from the battlefield and place it into .
Unit composition▾
5 Flesh Hound models. Every model is equipped with: Burning Roar; Gore-drenched Fangs.
Karagar's Rampagers
The World Eaters warband of Karagar the Blooded have been the terror of a score of worlds through the Laervold Belt and beyond. How they travel from battlefield to battlefield is unclear, but rumours persist of unholy portals formed from swirling blood-tides that rise from the butchered bodies of their victims. They care for nothing but killing in the Blood God's name, piling heaped skulls high and leaving charnel destruction in their wake.
Army Rules
Blessings of Khorne▾
At the start of the battle round, you can make a Blessings of Khorne roll. To do so, roll eight D6. You can then use those dice to activate up to two Blessings of Khorne. Each Blessing of Khorne specifies the dice results it requires (where a number is specified, a double or triple of that value or higher is required). You can only activate each Blessing of Khorne once per battle round. Any unused dice from the Blessings of Khorne roll are then discarded. Once activated, each Blessing of Khorne applies to all units from your army with this ability until the end of the battle round.
Wrathful Devotion (any double) — Models in this unit have the 6+ ability. If models in this unit already have the Feel No Pain ability, add 1 to their Feel No Pain rolls.
Total Carnage (double 4+ or any triple) — Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking model's unit has finished making its attacks, and is then removed from play.
Warp Blades (double 5+ or any triple) — Melee weapons equipped by models in this unit have the [] ability.
Detachment Rule — Karagar's Rampagers
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Blood-Tide Rampage▾
Each time a unit from this detachment destroys an enemy unit in the Fight phase, you gain 1CP. You cannot gain more than 1CP in this way per turn.
Enhancements
Select one of these Enhancements per battle.
Skulls for Khorne▾
Karagar's Rampagers Karagar the Blooded unit only
Each time the bearer destroys an enemy unit with a melee attack, roll one D6: on a 2+, you gain 1CP.
Arch-Slaughterer▾
Karagar's Rampagers Karagar the Blooded unit only
Melee weapons equipped by the bearer have the [] ability.
Stratagems
Rage Unchecked
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase or the Fight phase.
- Target
- One Berzerkers unit from your army that is Below Half-strength and has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, weapons equipped by models in your unit have the [] ability.
Unstoppable Fury
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Fight phase, just before a World Eaters unit from your army Consolidates.
- Target
- That World Eaters unit.
- Effect
- Until the end of the phase, each time a model in your unit makes a , it can move up to 6" instead of up to 3", provided your unit ends that Consolidation move within of one or more enemy units.
Overwhelming Onslaught
1CP▾- Type
- Epic Deed Stratagem
- When
- Your Charge phase, just after a World Eaters unit from your army ends a .
- Target
- That World Eaters unit.
- Effect
- Select one enemy unit within of your unit. That enemy unit must take a test and when doing so, subtract 1 from the result.
Datasheets
Karagar the Blooded
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, models in that unit have a Move characteristic of 10" and each time a model in that unit makes a Normal, , or , it can move horizontally though terrain features.
Each time this model's unit is selected to fight, you can use this ability. When determining which models in this unit are eligible to fight, any models in it that are within 3" of one or more enemy models are eligible to fight. When resolving those attacks, such models can target one of those enemy units that is within 3" of them and within of their unit.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Khorne Berzerkers
Unit composition▾
1 Karagar the Blooded model. This model is equipped with: Plasma Pistol; Exalted Chainblade; Juggernaut's Bladed Horn.
Khorne Berzerkers
Ranged weapons▾
Melee weapons▾
Abilities▾
In your opponent's Shooting phase, when an enemy unit has shot, if a model in this unit was destroyed as a result of those attacks, this unit can make a surge move of up to D6+2".
Unit composition▾
1 Khorne Berzerker Champion model; 1 Khorne Berzerker model equipped with an icon of Khorne; 2 Khorne Berzerker models equipped with Khornate eviscerators; 6 Khorne Berzerker models. The Champion is equipped with: Plasma Pistol; Berzerker Chainblade. The model with the icon of Khorne is equipped with: Plasma Pistol; Berzerker Chainblade; icon of Khorne. Every model with a Khornate eviscerator is equipped with: Bolt Pistol; Khornate Eviscerator. Every other model is equipped with: Bolt Pistol; Berzerker Chainblade.
Jakhals
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
Unit composition▾
1 Jakhal Pack Leader model; 1 Dishonoured model; 1 Jakhal model equipped with a mauler chainblade; 1 Jakhal model equipped with an icon of Khorne; 6 Jakhal models. The Pack Leader is equipped with: Autopistol; Jakhal Chainblades. The Dishonoured is equipped with: Skullsmasher. The Jakhal with a mauler chainblade is equipped with: Autopistol; Mauler Chainblade. The Jakhal with an icon of Khorne is equipped with: Autopistol; Jakhal Chainblades; icon of Khorne. Every other Jakhal is equipped with: Autopistol; Jakhal Chainblades.
The Fatebreakers
Ever the Asuryani of the craftworlds seek to alter the flow of fate, the better to ensure their peoples' survival. Farseer Iraneth is a veteran of this never-ending campaign. She has fought countless battles across the galaxy to deflect and neutralise threats, and understands that a swift and versatile war host is her best tool in ensuring her will is done. To this end, she leads a force that can strike fast and hard, and can excel whether conducting close-ranged firefights or swift hit-and-run raids.
Army Rules
Strands of Fate▾
The Aeldari live on the brink of extinction. As such, their Farseers have become adept at reading future events, seeing the many strands of fate ahead of their people and the consequences of following each one. Taken at the right time, a simple action can avoid calamitous outcomes, aiding the Aeldari in their continued struggle for survival.
At the start of the battle, make a Strands of Fate roll by rolling twelve D6.
If you wish, you can then re-roll all of these dice, but if you do, roll one less D6. You can continue re-rolling all of the dice in this manner, rolling one less D6 each time you do, until you are satisfied with the results rolled (or until you only have a single D6 remaining).
When you are satisfied with the results rolled, those remaining dice become your Fate dice for the battle. These results cannot be changed or re-rolled further, unless a rule specifically states otherwise. Keep your Fate dice to one side — this is your Fate dice pool.
Before making a dice roll for a model or unit from your army with the Strands of Fate ability, if you have one or more dice in your Fate dice pool, you can use one of those Fate dice. To do so, select one of those Fate dice to substitute that dice roll. The dice that is being substituted is not rolled; instead, the value of the selected Fate dice is used as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Fate dice can only be used in this way once. After using a Fate dice, remove it from your Fate dice pool and roll all remaining dice that are part of that dice roll (if any). You can use Fate dice for any of the following types of dice roll: roll, test, Charge roll, Damage roll, , , .
Detachment Rule — The Fatebreakers
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Woven Destiny▾
Each time you use a Fate dice for a unit from this detachment, until the end of the phase, that unit has a 5+ .
Enhancements
Select one of these Enhancements per battle.
Foresight (Psychic)▾
The Fatebreakers Farseer Iraneth unit only
Once per turn, you can target the bearer's unit with the Fire Overwatch Stratagem for 0CP. If the bearer's unit is within range of an you control, hits are scored on unmodified of 4+ while resolving that Stratagem. Otherwise, hits are scored on unmodified Hit rolls of 5+ while resolving that Stratagem.
Eldritch Might (Psychic)▾
The Fatebreakers Farseer Iraneth unit only
Each time the bearer makes a Psychic attack, re-roll a of 1, re-roll a of 1 and re-roll a Damage roll of 1.
Stratagems
Whip-Fast Reactions
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One Aeldari Infantry or Aeldari Mounted unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, subtract 1 from the .
Storm of Shots
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase.
- Target
- Up to two Aeldari Mounted units from your army, or one Aeldari Infantry unit from your army.
- Effect
- Until the end of the phase, each time a model in one of those units makes an attack, add 1 to the .
Zephyr-Swift
1CP▾- Type
- Strategic Ploy Stratagem
- When
- End of your Shooting phase.
- Target
- Up to two Aeldari Mounted units from your army that are not within of one or more enemy units, or one Aeldari Infantry unit from your army that is not within Engagement Range of one or more enemy units.
- Effect
- Each of those units can make a of up to 6". Until the end of the turn, those units are not eligible to declare a charge.
Datasheets
Farseer Iraneth
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, once per phase you can change the result of one , one , or one Damage roll made for a model in that unit to an unmodified 6.
At the end of your Movement phase, select one enemy unit within 18" of and visible to this model. Until the start of your next Command phase, each time a friendly Aeldari model makes an attack that targets that enemy unit, add 1 to the . Each unit can only be selected for this ability once per turn.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Guardian Defenders
Unit composition▾
1 Farseer Iraneth model. This model is equipped with: Eldritch Storm; Shuriken Pistol; Singing Spear.
Guardian Defenders
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
This unit can perform the Fade Back Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.
When the last Guardian Defender model in this unit is destroyed, any remaining Heavy Weapon Platform models in this unit are also destroyed.
Unit composition▾
10 Guardian Defender models; 1 Heavy Weapon Platform model. Every Guardian Defender is equipped with: Shuriken Catapult; Close Combat Weapon. The Heavy Weapon Platform is equipped with: Starcannon; Close Combat Weapon.
Windriders
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes a ranged attack, re-roll a of 1. If the target of that attack is the closest eligible target, you can re-roll the Hit roll instead.
At the start of the step, before any units have been set up, this unit can be split into two units, each containing three models. If you do so, each of those units must contain one model equipped with a scatter laser.
Unit composition▾
4 Windrider models equipped with twin shuriken catapults; 2 Windrider models equipped with scatter lasers. Every model is equipped with a Close Combat Weapon.
Wraithlord
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the battle, select one of the following keywords: Infantry, Monster, Mounted, Vehicle. Each time this model makes an attack that targets a unit with the selected keyword, re-roll a of 1 and re-roll a of 1.
While this model is within 12" of one or more friendly Aeldari Psyker models, improve the Ballistic Skill and Weapon Skill characteristics of weapons equipped by this model by 1 and it has a Leadership characteristic of 6+.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Wraithlord model. This model is equipped with: Bright Lance; 2 Shuriken Catapults; Ghostglaive.
Dreamer's Coterie
Kharseth leads a raiding coterie of Aeldari Corsairs — Voidreavers holding the line, jump-capable Skyreavers striking from above, and a Wave Serpent carrying the raid deep into enemy territory before melting back into the void. This is a fan conversion, not an official Games Workshop product. Dreamer's Coterie was never published as a printed Combat Patrol card by Games Workshop — its rules only ever existed in the Warhammer 40,000 app and were lost when the app switched over to 11th edition; this reference reconstructs those 10th-edition rules and adapts them to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Battle Focus▾
If your Army Faction is Asuryani, at the start of the battle round, you receive 2 Battle Focus tokens.
Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
Trigger: When an eligible unit from your army is selected to make a Normal, or move. (Can trigger more than once per phase, provided a different unit performs it each time.) Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.
Trigger: When an eligible unit is selected to make a Normal, or move, is set up on the battlefield, or declares a charge. Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.
Trigger: When an eligible Vehicle unit is selected to make an move. Effect: Until the end of the turn, ranged weapons equipped by this unit have the [] ability.
Trigger: When an eligible unit is selected to fight. Effect: Until the end of the phase, each time a model in that unit makes a Pile-in or , it can move up to 6" instead of up to 3".
Trigger: When an enemy unit ends a move. Effect: One eligible unit (excluding Titanic units) that started the phase within of that enemy unit can make a of up to D6+1".
Trigger: In your opponent's Shooting phase, just after an enemy unit has shot. Effect: One eligible unit (excluding Titanic units) that was hit by one or more of those attacks can make a of up to D6+1".
Detachment Rule — Dreamer's Coterie
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Surplus Momentum▾
At the start of the battle round, this detachment gains 1 additional Battle Focus token.
Enhancements
Select one of these Enhancements per battle.
Glittering Haze▾
Dreamer's Coterie Kharseth model only
This model has the and abilities.
Tide Watcher▾
Dreamer's Coterie Wave Serpent unit only
Upgrade: once per battle round, this unit can perform an Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.
Stratagems
Encircling Blades
1CP▾- When
- Reinforcements step of your Movement phase.
- Target
- One destroyed friendly Dreamer's Coterie Corsair Voidreavers or Corsair Skyreavers unit. You can use this Stratagem on that unit even though it is destroyed.
- Effect
- Add a new unit to your army identical to your destroyed unit, at its original . Set that unit up anywhere on the battlefield wholly within 9" of one or more battlefield edges and not within of one or more enemy units.
Fade and Strike
1CP▾- When
- Your Movement phase, just after a friendly Dreamer's Coterie unit Falls Back.
- Target
- That Dreamer's Coterie unit.
- Effect
- Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Boarders' Barrage
1CP▾- When
- Your Shooting phase.
- Target
- One friendly Dreamer's Coterie unit that is not within of one or more enemy units.
- Effect
- Select one visible enemy Vehicle or Monster unit that is not within of one or more units from your army and is within 8" of your unit. Roll six D6: for each result of 3+, that enemy unit suffers 1 .
Datasheets
Kharseth
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a of up to 7".
Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this model.
In your Shooting phase, after this model's unit has shot, select one enemy unit hit by one or more attacks made with this model's Dread of the Deep Void. Until the end of the turn, that unit is riven. Each time an Aeldari model from your army makes an attack that targets a riven unit, add 1 to the Strength characteristic of that attack.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: DREAMER'S COTERIE CORSAIR VOIDREAVERS.
Unit composition▾
1 Kharseth model. This model is equipped with: 1 Dread of the Deep Void; 1 Waystave.
Corsair Voidreavers
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a of up to 7".
Each time a model in this unit makes an attack, re-roll a of 1. If the target of that attack is an enemy unit within range of an , you can re-roll the Hit roll instead.
Unit composition▾
1 Corsair Voidreaver Felarch model; 7 Corsair Voidreaver with Close Combat Weapon, Shuriken Pistol and Power Sword models; 1 Corsair Voidreaver with Blaster, Shuriken Pistol and Close Combat Weapon model; 1 Corsair Voidreaver with Shredder, Shuriken Pistol and Close Combat Weapon model. The Corsair Voidreaver Felarch is equipped with: 1 Close Combat Weapon; 1 Power Sword; 1 Shuriken Rifle. Every Corsair Voidreaver with Close Combat Weapon, Shuriken Pistol and Power Sword is equipped with: 1 Close Combat Weapon; 1 Power Sword; 1 Shuriken Pistol. The Corsair Voidreaver with Blaster, Shuriken Pistol and Close Combat Weapon is equipped with: 1 Blaster; 1 Close Combat Weapon; 1 Shuriken Pistol. The Corsair Voidreaver with Shredder, Shuriken Pistol and Close Combat Weapon is equipped with: 1 Close Combat Weapon; 1 Shredder; 1 Shuriken Pistol.
Corsair Skyreavers
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the first battle round, before the first turn begins, if every model in this unit has this ability, it can make a of up to 7".
Each time this unit makes an ingress move, if every model in this unit has this ability, it can be set up anywhere on the battlefield that is more than 8" horizontally from all enemy units, even if that is within your opponent's .
At the end of the Fight phase, if this unit was eligible to fight this phase, and is not within of one or more enemy units, it can make a of up to D3+3". Otherwise, if this unit was eligible to fight this phase, this unit can make a move of up to D3+3".
Unit composition▾
1 Corsair Skyreaver Felarch model; 3 Corsair Skyreaver with Corsair Blade and Shuriken Pistol models; 1 Corsair Skyreaver with Close Combat Weapon and Shredder model. The Corsair Skyreaver Felarch is equipped with: 1 Blast Pistol; 1 Corsair Blade. Every Corsair Skyreaver with Corsair Blade and Shuriken Pistol is equipped with: 1 Corsair Blade; 1 Shuriken Pistol. The Corsair Skyreaver with Close Combat Weapon and Shredder is equipped with: 1 Close Combat Weapon; 1 Shredder.
Wave Serpent
Ranged weapons▾
Melee weapons▾
Abilities▾
When this model is destroyed, roll one D6 before removing it from play. On a 6, each unit within 6" suffers D3 .
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the .
Each time a ranged attack targets this model, if the Strength characteristic of that attack is greater than the Toughness characteristic of this model, subtract 1 from the .
This model has a transport capacity of 12 Asuryani Infantry models. Each Wraith Construct model takes the space of 2 models. It cannot transport Jump Pack models or Ynnari models (excluding Asuryani, Yvraine and The Visarch models).
Enhancements for this unit▾
Unit composition▾
1 Wave Serpent model. This model is equipped with: 1 Twin Starcannon; 1 Twin Shuriken Catapult; 1 Wraithbone Hull.
Kaleidoscopic Onset
A Solitaire leads the masked killers of the Laughing God — a Troupe of Players striking from the shadows, a pair of Skyweavers harrying from above, and Starweaver and Voidweaver skimmers bringing devastation from every angle at once. This is a fan conversion, not an official Games Workshop product. Kaleidoscopic Onset was never published as a printed Combat Patrol card by Games Workshop — its rules only ever existed in the Warhammer 40,000 app and were lost when the app switched over to 11th edition; this reference reconstructs those 10th-edition rules and adapts them to the 11th-edition Combat Patrol framework (Detachment Points, a new Detachment Rule, Force Dispositions, and two unit-targeted Enhancements), following the conventions observed across GW's own official 11th-edition Combat Patrol conversions.
Army Rules
Battle Focus▾
If your Army Faction is Asuryani, at the start of the battle round, you receive 2 Battle Focus tokens.
Each time one of the triggers shown in the Agile Manoeuvres section below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
Trigger: When an eligible unit from your army is selected to make a Normal, or move. (Can trigger more than once per phase, provided a different unit performs it each time.) Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.
Trigger: When an eligible unit is selected to make a Normal, or move, is set up on the battlefield, or declares a charge. Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.
Trigger: When an eligible Vehicle unit is selected to make an move. Effect: Until the end of the turn, ranged weapons equipped by this unit have the [] ability.
Trigger: When an eligible unit is selected to fight. Effect: Until the end of the phase, each time a model in that unit makes a Pile-in or , it can move up to 6" instead of up to 3".
Trigger: When an enemy unit ends a move. Effect: One eligible unit (excluding Titanic units) that started the phase within of that enemy unit can make a of up to D6+1".
Trigger: In your opponent's Shooting phase, just after an enemy unit has shot. Effect: One eligible unit (excluding Titanic units) that was hit by one or more of those attacks can make a of up to D6+1".
Detachment Rule — Kaleidoscopic Onset
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Labyrinthine Assault▾
Each time a friendly Kaleidoscopic Onset unit arrives on the battlefield from Reserves or makes an move, that unit can immediately perform one Agile Manoeuvre without spending a Battle Focus token to do so.
Enhancements
Select one of these Enhancements per battle.
Veil Walker▾
Kaleidoscopic Onset Solitaire model only
This model has the ability.
Illusive Killer▾
Kaleidoscopic Onset Troupe unit only
Upgrade: once per battle round, this unit can perform an Agile Manoeuvre without spending a Battle Focus token to do so. It can do so even if other units have done so in the same phase, and doing so does not prevent other units from performing the same Agile Manoeuvre in the same phase.
Stratagems
Weakness As Strength
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One friendly Kaleidoscopic Onset unit that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than your unit's Toughness characteristic, subtract 1 from the .
Mocking Flight
1CP▾- When
- Your Movement phase, just after a friendly Kaleidoscopic Onset unit Falls Back.
- Target
- That Kaleidoscopic Onset unit.
- Effect
- Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Staged Death
2CP▾- When
- Any phase.
- Target
- One friendly Kaleidoscopic Onset Character model that was just destroyed. You can use this Stratagem on that model even though it was just destroyed.
- Effect
- At the end of the phase, set your model back up on the battlefield as close as possible to where it was destroyed and not within of any enemy units, with 2 wounds remaining.
- Restrictions
- Each model can only be targeted with this Stratagem once per battle.
Datasheets
Solitaire
Melee weapons▾
Abilities▾
Each time this model's unit makes a Normal, , or , ignore any vertical distance when determining the total distance this model can be moved during that move.
Once per battle, in your Movement phase, before this model makes a , it can use this ability. If it does, until the end of the turn, add 2D6" to this model's Move characteristic and add 3 to the Attacks characteristic of this model's Solitaire weapons.
This model is eligible to declare a charge in a turn in which it Advanced.
Enhancements for this unit▾
Unit composition▾
1 Solitaire model. This model is equipped with: 1 Solitaire Weapons.
Troupe
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this model's unit makes a Normal, , or , ignore any vertical distance when determining the total distance this model can be moved during that move.
At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase:
- Hero's Prowess: Each time a model in this unit makes an attack, re-roll a of 1.
- Villain's Doom: Each time a model in this unit makes an attack, add 1 to the .
- Trickster's Grace: Each time an attack targets this unit, subtract 1 from the .
Enhancements for this unit▾
Unit composition▾
1 Lead Player model; 5 Player models. The Lead Player is equipped with: 1 Power Sword; 1 Shuriken Pistol. Every Player is equipped with: 1 Harlequin's Blade; 1 Shuriken Pistol. One Player is additionally equipped with: 1 Harlequin's Special Weapon; 1 Neuro Disruptor (in place of Shuriken Pistol).
Skyweavers
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time an attack targets this unit, subtract 1 from the .
Unit composition▾
1 Skyweaver with Shuriken Cannon and Zephyrglaive model; 1 Skyweaver with Skyweaver Haywire Cannon and Star Bolas model. The Skyweaver with Shuriken Cannon and Zephyrglaive is equipped with: 1 Close Combat Weapon; 1 Shuriken Cannon; 1 Zephyrglaive. The Skyweaver with Skyweaver Haywire Cannon and Star Bolas is equipped with: 1 Close Combat Weapon; 1 Skyweaver Haywire Cannon; 1 Star Bolas.
Starweaver
Ranged weapons▾
Melee weapons▾
Abilities▾
At the end of the Fight phase, if there are no models currently embarked within this Transport, you can select one friendly Harlequins Infantry unit that has 6 or fewer models that is wholly within 6" of this Transport. Unless that unit is within of one or more enemy units, it can embark within this Transport. That unit can embark within this Transport in a turn it disembarked from this Transport.
This model has a transport capacity of 6 Harlequins Infantry models.
Unit composition▾
1 Starweaver model. This model is equipped with: 1 Close Combat Weapon; 2 Shuriken Cannon.
Voidweaver
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit can only be selected as the target of a ranged attack if the attacking model is within 18".
[]. Before selecting targets with either Prismatic Cannon profile, select one to make attacks with.
Unit composition▾
1 Voidweaver model. This model is equipped with: 1 Close Combat Weapon; 1 Prismatic Cannon – Dispersed Pulse; 2 Shuriken Cannon.
The Blades of Torment
Originally assembled for the terror raids on the night world of Somniad, Archon Malivex's warriors have now fought together on numerous realspace raids. The Archon prizes swift and merciless butchery, and it is well known that he will abandon to a bloody fate any who cannot keep pace with him. As such, his followers strive constantly not only to impress their cruel master with their violent excesses, but also to ensure they never fall behind the quicksilver tempo he sets for his hit-and-run attacks.
Army Rules
Power from Pain▾
The Drukhari are experts in precise torture, sharp blades, cruel poisons and eldritch abominations. Using the labyrinthine network of webway spars, they strike almost anywhere. Realspace raiding parties prey upon worlds across the galaxy, surging from hidden portals unknown to those they see merely as cattle or playthings. As the Drukhari feed on the souls of the slain, they become imbued with supernatural might, eventually turning into killing machines.
Units from your army can become Empowered Through Pain. This is done using Pain tokens. You gain 1 Pain token: at the start of the battle; each time an enemy unit is destroyed; each time an enemy unit fails a test.
Each time you gain a Pain token, keep it to one side — this is your Pain token pool. Each unit from your army with the Power from Pain ability has its own named (Pain) ability. When you select that unit to shoot or fight (or, for some units, in your Movement or Command phase, as noted on its own ability), you can spend 1 Pain token to Empower that unit. While Empowered, that unit gains the effect described in its own (Pain) ability.
Detachment Rule — The Blades of Torment
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Quicksilver Tempo▾
Each time a unit from this detachment destroys an enemy unit, until the end of the battle, that unit can ignore any or all modifiers to its and Charge rolls.
Enhancements
Select one of these Enhancements per battle.
Shudderworm Bottle▾
The Blades of Torment Archon Malivex unit only
While the bearer is leading a unit, models in that unit have the 5+ ability.
Spiteful Predator▾
The Blades of Torment Archon Malivex unit only
The bearer's unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Stratagems
Quicksilver Reactions
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One Drukhari Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, subtract 1 from the .
Many Cuts
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase or the Fight phase.
- Target
- One Drukhari Infantry unit from your army that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, weapons equipped by models in your unit have the [] ability while targeting a unit that is below its .
There and Gone
1CP▾- Type
- Strategic Ploy Stratagem
- When
- End of your opponent's Fight phase.
- Target
- One Drukhari Infantry unit from your army that is not within of any enemy units, and one friendly Transport model.
- Effect
- Your Infantry unit can embark within that Transport model.
- Restrictions
- Every model in your Infantry unit must be within 3" of that Transport model and there must be sufficient transport capacity to embark the entire unit.
Datasheets
Archon Malivex
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per battle, at the start of any phase, you can select one friendly Drukhari unit that is and within 12" of this model. That unit is no longer Battle-shocked.
Once per battle round, this model can use this ability when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use of that Stratagem by 1CP.
In your Shooting or the Fight phase, when you select this model's unit to shoot or fight, you can spend 1 Pain token to Empower that unit. While that unit is Empowered, each time a model in that unit makes an attack, you can re-roll the .
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: Incubi; Kabalite Warriors * You cannot re-roll invulnerable made for this model. The first time an invulnerable saving throw made for this model is failed, until the end of the battle, this model has no invulnerable saving throw.
Unit composition▾
1 Archon Malivex model. This model is equipped with: Splinter Pistol; Huskblade.
Kabalite Warriors
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
In your Shooting phase or the Fight phase, when you select this unit to shoot or fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes an attack, re-roll a of 1. If the target is within range of an , you can re-roll the Wound roll instead.
Unit composition▾
1 Sybarite model equipped with Splinter Pistol; Sybarite Weapon. 7 Kabalite Warrior models equipped with Splinter Rifle; Close Combat Weapon. 1 Kabalite Warrior model equipped with Shredder; Close Combat Weapon. 1 Kabalite Warrior model equipped with Splinter Cannon; Close Combat Weapon.
Incubi
Melee weapons▾
Abilities▾
At the start of the Fight phase, each enemy unit within of one or more units with this ability must take a test. Each time a model in this unit makes a melee attack that targets a Battle-shocked unit, add 1 to the .
In the Fight phase, when you select this unit to fight, you can spend 1 Pain token to Empower this unit. While Empowered, each time a model in this unit makes a melee attack that targets an Infantry unit, that attack has the [] ability.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Klaivex model; 4 Incubi models. The Klaivex is equipped with: Demiklaives. Every Incubus is equipped with: Klaive.
Raider
Ranged weapons▾
Melee weapons▾
Abilities▾
While one or more Drukhari units are embarked within this model, you can re-roll and Charge rolls made for this model.
At the start of your Command phase, select one of this model's Vanguard of the Dark City abilities. Until the start of your next Command phase, this model has that ability.
At the end of your Command phase, if this model is within range of an you control, and if one or more Kabalite Warriors units are embarked within it, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, if one or more units are embarked within this model, each time this model makes an attack with a ranged weapon that has the Anti ability, you can re-roll the .
Transport▾
This model has a transport capacity of 11 Drukhari Infantry models (excluding Jump Pack models).
Unit composition▾
1 Raider model. This model is equipped with: Disintegrator Cannon; Bladevanes.
Ravager
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this model makes an attack that targets an enemy unit that is at its , you can re-roll the .
In your Shooting phase, when you select this model to shoot, you can spend 1 Pain token to Empower this model. While Empowered, after this model has shot, select one enemy unit hit by one or more of those attacks. Until the start of your next turn, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the .
While this model has 1-4 wounds remaining, each time it makes an attack, subtract 1 from the .
Unit composition▾
1 Ravager model. This model is equipped with: 2 Dark Lances; Disintegrator Cannon; Bladevanes.
Hand of the Magus
Pouring up from the Nykol Consortium under-mines of Lasmar III, this twisted horde of Genestealer Cultists seek to throw off the chains of their Imperial oppressors. They are led by the cunning Magus Veridielle, who has forged a ragtag collection of mutants, monsters and stolen mining equipment into a powerful army of rebellion. The Magus' warriors are fanatically loyal, and would follow her even unto their own destruction. Given their likely eventual fate, this may be fortunate…
Army Rules
Cult Ambush▾
Genestealer Cults keep their fighting strength carefully hidden from their oppressors until the glorious Day of Ascension arrives. Even as battle rages, reinforcements slip from the shadows or spill up from the dark places below, called to war by the Broodmind.
Each time a unit with this ability is destroyed, roll one D6, adding 3 to the result if it is a Battleline unit. On a 4+, that unit is placed into Cult Ambush and you can place one Cult Ambush marker anywhere on the battlefield that is more than 9" horizontally away from all enemy units (if this is not possible, no marker is placed).
If an enemy model (excluding Aircraft models) ends any kind of move within 9" of a Cult Ambush marker you placed, that Cult Ambush marker is removed from the battlefield. At the end of the Reinforcements step of your opponent's next Movement phase, for each of your Cult Ambush markers that is still on the battlefield, you can select one unit from your army that is in Cult Ambush and set that destroyed unit back up on the battlefield using the ability, containing all of its models with their full wounds remaining and with at least one of those models touching that Cult Ambush marker (that Cult Ambush marker is then removed from the battlefield).
Characters that are attached to a unit with this ability are not returned alongside that unit should it return to the battlefield as described above (only the Bodyguard unit returns). When playing a Combat Patrol battle, in battle rounds four and five, you cannot set up any units that are in Cult Ambush on the battlefield.
Detachment Rule — Hand of the Magus
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Broodmind Resurgence▾
Each time a unit from this detachment destroys an enemy unit, until the end of the battle, that unit has the 6+ ability.
Enhancements
Select one of these Enhancements per battle.
Psionic Shield▾
Hand of the Magus Magus Veridielle unit only
While the bearer is leading a unit, each time a ranged attack is allocated to a model in that unit, add 1 to the made against that attack.
Resonance Stave▾
Hand of the Magus Magus Veridielle unit only
Melee weapons equipped by the bearer have the [] and [] abilities.
Stratagems
Defend the Magus
1CP▾- Type
- Epic Deed Stratagem
- When
- Start of your Shooting phase or start of the Fight phase.
- Target
- One Magus unit from your army and one enemy unit within of that Magus unit.
- Effect
- Until the end of the phase, each time a Genestealer Cults model from your army makes an attack that targets that enemy unit, re-roll a of 1 and re-roll a of 1.
Lurking Killers
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One Genestealer Cults Infantry unit from your army (excluding Aberrant units) that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, subtract 1 from the .
Return to the Shadows
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Movement phase, just after an enemy unit ends a Normal, or move.
- Target
- One Genestealer Cults Infantry unit from your army that is within 9" of that enemy unit.
- Effect
- Your unit can make a of up to D6". If your unit has the Magus keyword, it can make a Normal move of up to 6" instead.
Datasheets
Magus Veridielle
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per battle, at the start of any of your opponent's Shooting phases, this model can use its psychic familiar. If it does, until the end of the phase, add 6" to the range of its Mind Control ability.
At the start of your opponent's Shooting phase, this model can use this ability. If used, select one enemy unit within 18" of and visible to this model and roll one D6: on a 1, this model suffers D3 ; on a 2-5, until the end of the phase, each time a model in that enemy unit makes an attack, subtract 1 from the ; on a 6, each time a model in that enemy unit makes an attack, subtract 1 from the Hit roll and subtract 1 from the .
Once per battle, at the start of any phase, you can select one friendly Genestealer Cults unit that is and within 12" of this model. That unit is no longer Battle-shocked.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: Acolyte Hybrids; Neophyte Hybrids
Unit composition▾
1 Magus Veridielle model. This model is equipped with: Autopistol; Force Stave.
Neophyte Hybrids
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Unit composition▾
This box contains 2 Neophyte Hybrids units, each with 10 models. Each unit contains: 1 Neophyte Leader equipped with Autopistol; Anointed Pistol; Power Weapon. 5 Neophyte Hybrids equipped with Autopistol; Hybrid Firearm; Close Combat Weapon. 1 Neophyte Hybrid equipped with Autopistol; Hybrid Firearm; Close Combat Weapon; cult icon. 1 Neophyte Hybrid equipped with Autopistol; Heavy Stubber; Close Combat Weapon. 1 Neophyte Hybrid equipped with Autopistol; Seismic Cannon; Close Combat Weapon. 1 Neophyte Hybrid equipped with Autopistol; Webber; Close Combat Weapon.
Acolyte Hybrids
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of your Command phase, roll one D6 for each that you control that has one or more units from your army with this ability within range of it. If one or more of the results is a 4+, you gain 1CP.
Unit composition▾
1 Acolyte Leader model equipped with Leader's Bio-weapons; Autopistol. 2 Acolyte Hybrid models equipped with Autopistol; Cult Claws and Knife. 1 Acolyte Hybrid model equipped with Demolition Charges; Cult Claws and Knife. 1 Acolyte Hybrid model equipped with Heavy Mining Tool.
Aberrants
Melee weapons▾
Abilities▾
Unit composition▾
1 Aberrant Hypermorph model equipped with: Aberrant Weapons. 4 Aberrant models equipped with: Aberrant Weapons.
Goliath Rockgrinder
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time an enemy unit (excluding Monsters and Vehicles) that is within of this model Falls Back, all models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is , subtract 1 from each of those tests.
While this model has 1-3 wounds remaining, each time this model makes an attack, subtract 1 from the .
Transport▾
This model has a transport capacity of 6 Genestealer Cults Infantry models.
Unit composition▾
1 Goliath Rockgrinder model. This model is equipped with: Clearance Incinerator; Demolition Charge Cache; Heavy Stubber; Drilldozer Blade.
Twilight Cavalcade
The saedath known as the Twilight Cavalcade is one of betrayal, murder and bloodshed, recounting the terrifying aftermath of the Fall. The Knight of Evenfall leads the dance, a cackling herald of the long and inevitable decline into endless night, while Alineth Shadespinner weaves illusion and terror to shield her fellow players as they perform their bloody saedath upon the battlefield stage.
Army Rules
Battle Focus▾
In war, as in all things, the Aeldari bring the full might of their intellect, skill and agility to bear. Coupled with their exceptional technology, this ensures they move with swiftness and grace that is impossible for the foe to match.
At the start of the battle round, you receive 1 Battle Focus token.
Each time one of the triggers shown below occurs, you can spend one Battle Focus token to enable the relevant eligible unit to perform that Agile Manoeuvre. A unit is eligible to perform an Agile Manoeuvre if it has this ability and has not already performed an Agile Manoeuvre in the same phase. Unless otherwise stated, you cannot trigger the same Agile Manoeuvre more than once per phase. At the end of the battle round, all unspent Battle Focus tokens are lost.
Swift as the Wind — Trigger: When an eligible unit from your army is selected to make a Normal, or move. You can trigger this Agile Manoeuvre more than once per phase (provided a different unit performs it each time). Effect: Until the end of the phase, add 2" to the Move characteristic of models in that unit.
Flitting Shadows — Trigger: When an eligible unit from your army is selected to make a Normal, or move, is set up on the battlefield, or declares a charge. Effect: Until the end of the turn, enemy units cannot use the Fire Overwatch Stratagem to shoot at that unit.
Fade Back — Trigger: In your opponent's Shooting phase, just after an enemy unit has shot. Effect: One eligible unit from your army that was hit by one or more of those attacks can make a of up to D6+1".
Detachment Rule — Twilight Cavalcade
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Masque of Shadows▾
Each time a unit from this detachment ends a Normal, or move, if it is not within of one or more enemy units, until the end of the phase, that unit is eligible to declare a charge in a turn in which it Advanced.
Enhancements
Select one of these Enhancements per battle.
Starlight Strike▾
Twilight Cavalcade Knight of Evenfall unit only
Models in the bearer's unit have the ability.
Herald of the Night▾
Twilight Cavalcade Alineth Shadespinner unit only
The bearer has the and abilities, and each time a model in its unit makes a move, it can move through enemy models. When doing so, it can move within of such models but cannot end that move within Engagement Range of them.
Stratagems
Blade Artists
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Harlequins unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1.
Malicious Frenzy
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase, just after an enemy unit has selected its targets.
- Target
- One Harlequins Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time a model in your unit is destroyed, roll one D6: on a 3+, after the attacking unit has finished making its attacks, the attacking unit suffers 1 .
Dance of Shadows
1CP▾- Type
- Strategic Ploy Stratagem
- When
- End of the Fight phase.
- Target
- One Harlequins unit wholly within 6" of one or more battlefield edges and not within of one or more enemy units.
- Effect
- Remove your unit from the battlefield and place it into . Until the end of your next turn, for the purposes of setting up that unit on the battlefield, treat the current battle round number as being one higher than it actually is.
Datasheets
Knight of Evenfall
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time the bearer's unit makes a Normal, , or , ignore any vertical distance when determining the total distance the bearer can be moved during that move.
While this model is leading a unit, each time a model in that unit makes a Pile In or Consolidate move, it can move up to 6" instead of 3". In addition, it does not need to end that move closer to the closest enemy model, provided it ends as close as possible to the closest enemy unit.
Each time this model makes a melee attack you can re-roll a of 1 and add 1 to the .
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Troupe
Unit composition▾
1 Knight of Evenfall model. This model is equipped with: Shuriken Pistol; Troupe Master's Blade.
Alineth Shadespinner
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time the bearer's unit makes a Normal, , or , ignore any vertical distance when determining the total distance the bearer can be moved during that move.
While this model is leading a unit, that unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Melee weapons equipped by enemy models have the [] ability while targeting this model's unit.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Troupe
Unit composition▾
1 Alineth Shadespinner model. This model is equipped with: Neuro Disruptor; Miststave.
Troupe
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time the bearer's unit makes a Normal, , or , ignore any vertical distance when determining the total distance the bearer can be moved during that move.
At the start of the Fight phase, select one of the following abilities for this unit to gain until the end of the phase: Hero's Prowess: Each time a model in this unit makes an attack, re-roll a of 1. Villain's Doom: Each time a model in this unit makes an attack, add 1 to the . Trickster's Grace: Each time an attack targets this unit, subtract 1 from the Hit roll.
Unit composition▾
This box contains 2 Troupe units, each with 6 models. Each unit contains: 1 Lead Player model equipped with Shuriken Pistol; Harlequin's Special Weapon; 1 Harlequin model equipped with Neuro Disruptor; Harlequin's Blade; 1 Harlequin model equipped with Shuriken Pistol; Harlequin's Blade; 3 Harlequin models equipped with Shuriken Pistol; Harlequin's Special Weapon.
Skyweavers
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time an attack targets this unit, subtract 1 from the .
Unit composition▾
1 Skyweaver model equipped with a shuriken cannon; 1 Skyweaver model equipped with a Skyweaver haywire cannon. Every model is equipped with a Zephyrglaive.
Voidweaver
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit can only be selected as the target of a ranged attack if the attacking model is within 18".
Before selecting targets for this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Voidweaver model. This model is equipped with: Prismatic Cannon; 2 Shuriken Cannons; Close Combat Weapon.
Warspeke's Prospect
Kâhl Warspeke leads a hardy prospecting expedition of the Leagues of Votann, its Hearthkyn Warriors and swift Hernkyn Pioneers securing claim to a resource-rich prospect while Cthonian Berserks tunnel and smash through all resistance. Ever pragmatic, the Kin balance aggressive expansion against the need to fortify what they have already claimed.
Army Rules
Prioritised Efficiency▾
Leagues of Votann units from your army have one of two abilities: Hostile Acquisition or Fortify Takeover. During the battle, which ability those units have changes depending on how many Yield Points (YP) you currently have: at the start of the battle, your units have Hostile Acquisition until the start of your next Command phase; at the end of your Command phase, if you have fewer than 7YP, your units have Hostile Acquisition until the start of your next Command phase; if you have 7YP or more, your units have Fortify Takeover instead.
Hostile Acquisition — Each time a model in this unit makes an attack that targets an enemy unit within range of one or more , add 1 to the . You can re-roll and Charge rolls made for this unit.
Fortify Takeover — Each time a model in this unit makes an attack that targets an enemy unit, if this unit is within range of one or more you control, add 1 to the . Each time an attack targets this unit, if the Strength characteristic of that attack is greater than this unit's Toughness characteristic and this unit is not a Vehicle, subtract 1 from the .
Yield Points — At the end of each player's Command phase, you gain 1YP if you control one or more within your , and, from the second battle round onwards, you gain 1 additional YP for each of the following you satisfy: you control one or more objective markers not within your deployment zone; you control two or more objective markers not within your deployment zone; you control more objective markers than your opponent.
Guerrilla Adepts — In your Shooting phase, just after a unit with this ability is selected to shoot, that unit can use this ability. If it does, select one enemy unit (excluding Monsters and Vehicles). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (if it is an eligible target) and, if one or more of those attacks hit, until the start of your next Shooting phase that enemy unit is assailed. If that unit is already assailed, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Detachment Rule — Warspeke's Prospect
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Claim and Hold▾
Each time a unit from this detachment destroys an enemy unit while within range of an you control, until the end of the battle, that unit has the Lethal Hits ability.
Enhancements
Select one of these Enhancements per battle.
Waste Feeds the Void▾
Warspeke's Prospect Kâhl Warspeke unit only
Each time a model in the bearer's unit makes a ranged attack, re-roll a of 1. In addition, the bearer's unit is eligible to shoot in a turn in which it Fell Back.
Prâgmaat Comms Uplink▾
Warspeke's Prospect Kâhl Warspeke unit only
Add 1 to the Objective Control characteristic of models in the bearer's unit. In addition, you can re-roll tests taken for the bearer's unit.
Stratagems
Payment in Kind
1CP▾- Type
- Epic Deed Stratagem
- When
- Any phase, just after a Leagues of Votann unit from your army is destroyed.
- Target
- The enemy unit that destroyed it.
- Effect
- Until the end of the battle, each time a Leagues of Votann model from your army makes an attack that targets that enemy unit, re-roll a of 1.
Pan-Spectral Sweep
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase.
- Target
- One Leagues of Votann unit from your army that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, ranged weapons equipped by models in your unit have the [] ability.
Skeinwrought Physiology
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One Leagues of Votann unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, improve the Save characteristic of models in your unit by 1.
Datasheets
Kâhl Warspeke
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, weapons equipped by models in that unit have the [] ability.
Once per phase, this model can use this ability when its unit destroys an enemy unit. If it does, gain 1YP.
In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding Monsters and Vehicles). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (if it is an eligible target) and, if one or more of those attacks hit, until the start of your next Shooting phase that enemy unit is assailed. If that unit is already assailed, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Hearthkyn Warriors
Unit composition▾
1 Kâhl Warspeke model. This model is equipped with: Volkanite Disintegrator; Mass Hammer.
Hearthkyn Warriors
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control, until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
Each time a model in this unit makes a ranged attack, re-roll a of 1.
In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding Monsters and Vehicles). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (if it is an eligible target) and, if one or more of those attacks hit, until the start of your next Shooting phase that enemy unit is assailed. If that unit is already assailed, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Models in the bearer's unit have a 5+ .
Unit composition▾
1 Theyn model; 9 Hearthkyn Warrior models. The Theyn is equipped with: Theyn's Pistol; Theyn's Melee Weapon; Weavefield Crest. Every Hearthkyn Warrior is equipped with: Autoch-Pattern Bolt Pistol; Close Combat Weapon, except where noted equipped instead with an Autoch-Pattern Bolter, Ion Blaster, or Plasma Knife.
Hernkyn Pioneers
Ranged weapons▾
Melee weapons▾
Abilities▾
At the end of your opponent's turn, if this unit is wholly within 9" of one or more battlefield edges and not within of one or more enemy units, you can remove it from the battlefield and place it into .
Each time a model in the bearer's unit makes a ranged attack, re-roll a of 1.
In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding Monsters and Vehicles). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (if it is an eligible target) and, if one or more of those attacks hit, until the start of your next Shooting phase that enemy unit is assailed. If that unit is already assailed, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Unit composition▾
3 Hernkyn Pioneer models, each equipped with: Bolt Revolver; Bolt Shotgun; Magna-Coil Autocannon; Plasma Knife.
Cthonian Beserks
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit is destroyed by a melee attack, if that model has not fought this phase, roll one D6: on a 4+, do not remove it from play. The destroyed model can fight after the attacking unit has finished making its attacks, and is then removed from play.
In your Shooting phase, after this unit has shot, select one enemy unit (excluding Monsters and Vehicles) that was hit by one or more of those attacks made with a mole grenade launcher. Until the start of your next Shooting phase, that enemy unit cannot be targeted with the Fire Overwatch Stratagem.
In your Shooting phase, just after this unit is selected to shoot, this unit can use this ability. If it does, select one enemy unit (excluding Monsters and Vehicles). Until the end of the phase, attacks made by models in this unit can only target that enemy unit (if it is an eligible target) and, if one or more of those attacks hit, until the start of your next Shooting phase that enemy unit is assailed. If that unit is already assailed, it is also pinned. While a unit is pinned, subtract 2" from its Move characteristic and subtract 2 from Charge rolls made for it.
Unit composition▾
4 Beserk models equipped with: Heavy Plasma Axe. 1 Beserk model equipped with: Mole Grenade Launcher; Heavy Plasma Axe.
Mindflenser's Murder Court
A master of fear, Mokhryst is a Psychomancer whose Cryptek peers share a wary repugnance of her association with the most cursed of Necrons. With degraded horrors at her command, she instils yet greater terror in her victims' minds through phantasms and hard-light constructs, leading a murder court of Flayed Ones and Ophydian Destroyers in the hunt for prey.
Army Rules
Reanimation Protocols▾
The Necron dynasties benefit from the nigh-on supernatural technologies that once saw them dominate the galaxy, perhaps the most unsettling of which are their reanimation protocols. Should a Necron be slain, its body becomes wreathed in an eerie glow. Crawling limbs reattach. Sundered torsos and smashed skulls reform amidst emerald sparks. Witchlights flare back to life within dead eye-lenses and the Necron rises again, shambling back into its battle line. Those Necrons too catastrophically damaged to reform vanish instead, teleported away to their tombs for repair.
At the end of your Command phase, each unit from your army that is on the battlefield and has this ability reanimates D3 wounds. Each time such a unit reanimates a wound: If that unit contains one or more models with fewer than their starting number of wounds remaining, select one of those models; that model regains 1 lost wound. If all models in that unit have their starting number of wounds, but that unit is not at its , one destroyed model is returned to that unit with one wound remaining.
Once such a unit is at its and all of its models have their starting number of wounds, nothing further happens.
Detachment Rule — Mindflenser's Murder Court
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Nightmare Harvest▾
Each time a enemy unit is destroyed by a unit from this detachment, until the end of the battle, that unit has the 6+ ability.
Enhancements
Select one of these Enhancements per battle.
Neuroflense Protocols▾
Mindflenser's Murder Court Mokhryst the Mindflenser unit only
The bearer's weapons have the [] ability. In addition, the bearer's melee weapons have an Attacks characteristic of 3 while targeting a unit, and each time the bearer makes an attack that targets such a unit, add 1 to the .
Shambling Resurrection▾
Mindflenser's Murder Court Mokhryst the Mindflenser unit only
Once per turn, in your opponent's Shooting phase, just after an enemy unit has shot, if one or more models from the bearer's unit were destroyed as a result of those attacks, the bearer can use this Enhancement. If it does, the bearer's unit's Reanimation Protocols activate.
Stratagems
Extermination Directive
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase or the Fight phase.
- Target
- One Necrons unit from your army that has not been selected to shoot or fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes an attack that targets an enemy unit, re-roll a of 1. If that target is , you can re-roll the Hit roll instead.
Prowling Efficiency
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Movement phase, just after an enemy unit is selected to .
- Target
- One Necrons unit from your army within of that enemy unit.
- Effect
- After that enemy unit ends that move, your unit can make a of up to D6+1".
Eldritch Nightmares
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has selected its targets.
- Target
- One Necrons unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- That enemy unit must take a test, subtracting 1 from the result if it is within 12" of your unit.
Datasheets
Mokhryst the Mindflenser
Ranged weapons▾
Melee weapons▾
Abilities▾
In the step of your opponent's Command phase, if an enemy unit that is below its is within 6" of this model, that enemy unit must take a Battle-shock test, subtracting 1 from the roll when it does so.
Once per turn, at the start of your Command, Movement, Shooting, Charge or Fight phase, you can select one enemy unit within 18" of this model. That unit must take a test, subtracting 1 from the roll when it does so.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Immortals
Unit composition▾
1 Mokhryst the Mindflenser model. This model is equipped with: Abyssal Lance.
Immortals
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack, re-roll a of 1. If the target of that attack is an enemy unit within range of an , you can re-roll the Wound roll instead.
Unit composition▾
5 Immortals models. Every model is equipped with: Gauss Blaster; Close Combat Weapon.
Flayed Ones
Melee weapons▾
Abilities▾
Each time a model in this unit makes a melee attack, if the target of that attack is Below Half-strength, a successful scores a .
Unit composition▾
This box contains 2 Flayed Ones units, each with 5 models. Every model is equipped with: Flayer Claws.
Ophydian Destroyers
Melee weapons▾
Abilities▾
At the end of your opponent's turn, if this unit is not within of one or more enemy units, you can remove this unit from the battlefield. In the Reinforcements step of your next Movement phase, set it up anywhere on the battlefield that is more than 8" horizontally away from all enemy models.
Once per battle for each Plasmacyte this unit has, when this unit is selected to fight, you can use this ability. If you do, until the end of the phase, melee weapons equipped by models in this unit have the [] ability.
Unit composition▾
This box contains 2 Ophydian Destroyers units, each with 3 models and 1 Plasmacyte. Every model is equipped with: Ophydian Hyperphase Weapons.
Gordrang's Gitstompas
Nothing gets in the way of Warboss Gordrang's ladz. At least, not without being riddled with bullets and rokkits, smashed flat with an assortment of piston-driven klaws, then trampled into the mud by a stampede of bellowing lunatics. What Gordrang lacks in subtlety — and it's a lot — is more than made up for by the brute savagery and resilience of his horde, who live to rampage across battlefield after battlefield and hurl themselves into every fight they can find.
Army Rules
Waaagh!▾
The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of greenskin mouths, even the most stalwart warriors fear the onslaught to come.
Once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round: Orks units from your army are eligible to declare a charge in a turn in which they Advanced. Add 1 to the Strength and Attacks characteristics of melee weapons equipped by Orks models from your army. Orks models from your army have a 5+ .
Detachment Rule — Gordrang's Gitstompas
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Gitstompa Ferocity▾
Each time a unit from this detachment destroys an enemy unit in the Fight phase, until the end of the battle, add 1 to and Charge rolls made for that unit.
Enhancements
Select one of these Enhancements per battle.
Grizzled Skarboy▾
Gordrang's Gitstompas Warboss Gordrang unit only
Each time a ranged attack is allocated to the bearer, halve the Damage characteristic of that attack.
Tellyporta▾
Gordrang's Gitstompas Warboss Gordrang unit only
In the step, select one Boyz unit from your army. Until the end of the battle, the bearer and every model in that Boyz unit have the ability. When setting these units up on the battlefield using the Deep Strike ability, they must be set up in the same turn and within 3" of each other.
Stratagems
Get Stuck in
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Orks unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, each time a model in your unit makes a Pile-in or , it can move up to 6" instead of up to 3".
Brutal But Kunnin'
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Charge phase.
- Target
- One Orks Infantry unit from your army.
- Effect
- Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Fell Back.
Krump Da Gitz!
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Shooting phase, just after an enemy unit has finished making its attacks.
- Target
- One Orks unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Your unit can make a of up to D6", but must end that move as close as possible to that enemy unit.
Datasheets
Warboss Gordrang
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the .
While the Waaagh! is active for your army, this model's 'Uge Choppa has a Damage characteristic of 3.
Enhancements for this unit▾
Unit composition▾
1 Warboss Gordrang model. This model is equipped with: Big Shoota; 'Uge Choppa.
Boyz
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control, even if you have no models within range of it, until your opponent controls it at the start or end of any turn.
Unit composition▾
This box contains 2 Boyz units, each with 10 models. Each unit contains: 1 Boss Nob model; 5 Boyz models equipped with sluggas and choppas; 4 Boyz models equipped with shootas and close combat weapons. In one unit, the Boss Nob is equipped with: Slugga; Big Choppa. In the other unit, the Boss Nob is equipped with: Slugga; Power Klaw.
Deffkoptas
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this unit ends a , you can select one enemy unit it moved over during that move and roll one D6 for each model in this unit: for each 4+, that enemy unit suffers 1 .
Unit composition▾
3 Deffkopta models: 1 model equipped with a kustom mega-blasta; 2 models equipped with kopta rokkits. Every model is equipped with: Slugga; Spinnin' Blades.
Deff Dread
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this model ends a , select one enemy unit within of it and roll one D6: on a 2-5, that enemy unit suffers D3 ; on a 6, that enemy unit suffers D3+3 mortal wounds.
Unit composition▾
1 Deff Dread model. This model is equipped with: Rokkit Launcha; 3 Dread Klaws.
Morgrim's Butchas
It takes a ferocious and foul-tempered Ork to lead a stampede of Beast Snaggas. Beastboss Morgrim possesses these qualities in abundance. Boasting cybork enhancements, a wired-in targetin' squig and an array of brutal combat weaponry, this roaring monster leads his Butchas — a warband of Beast Snagga Boyz and rampaging Squighog Boyz — in the hunt for ever bigger prey.
Army Rules
Waaagh!▾
The infamous war cry of the Orks is known and feared throughout the galaxy. When it echoes across the battlefield, bellowed from hundreds or even thousands of toothy maws, even the most stalwart warriors fear the onslaught to come.
If your Army Faction is Orks, once per battle, at the start of the battle round, you can call a Waaagh!. If you do, until the start of the next battle round, the Waaagh! is active for your army and:
Units from your army with this ability are eligible to declare a charge in a turn in which they Advanced. Add 1 to the Strength and Attacks characteristics of melee weapons equipped by models from your army with this ability. Models from your army with this ability have a 5+ .
Detachment Rule — Morgrim's Butchas
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Blood for the Big Hunt▾
Each time a unit from this detachment destroys an enemy unit, until the end of the battle, add 1 to the Strength characteristic of melee weapons equipped by models in that unit.
Enhancements
Select one of these Enhancements per battle.
Half-Chewed▾
Morgrim's Butchas Beastboss Morgrim unit only
Models in the bearer's unit have the 5+ ability. In addition, each time a ranged attack is allocated to a model in the bearer's unit, add 1 to any armour made against that attack.
Bosskilla▾
Morgrim's Butchas Beastboss Morgrim unit only
Melee weapons equipped by the bearer have the [] and [] abilities.
Stratagems
Tough As Squig-Hide
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One Orks Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, if the Strength characteristic of that attack is greater than the Toughness characteristic of your unit, subtract 1 from the .
Bestial Bellow
1CP▾- Type
- Epic Deed Stratagem
- When
- Start of the Fight phase.
- Target
- One Beastboss or Squighog Boyz model from your army.
- Effect
- Select one enemy unit within 3" of your model. That enemy unit must take a test and when doing so, subtract 1 from the result.
Get in There!
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase, just before an Orks unit from your army Piles In.
- Target
- That Orks unit.
- Effect
- Until the end of the phase, each time a model in your unit makes a , it can move up to 6" instead of up to 3".
Datasheets
Beastboss Morgrim
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the .
Each time this model makes a , until the end of the turn, melee weapons it is equipped with have the [] ability.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Beast Snagga Boyz
Unit composition▾
1 Beastboss Morgrim model. This model is equipped with: Shoota; Beastchoppa; Beast Snagga Klaw.
Beast Snagga Boyz
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack that targets a Monster or Vehicle unit, you can re-roll the .
Unit composition▾
1 Beast Snagga Nob model; 1 Beast Snagga Boy model equipped with a thump gun; 8 Beast Snagga Boyz models. The Beast Snagga Nob is equipped with: Slugga; Power Snappa. The thump gun-equipped Beast Snagga Boy is equipped with: Thump Gun; Close Combat Weapon. Every other Beast Snagga Boy is equipped with: Slugga; Choppa.
Squighog Boyz
Ranged weapons▾
Melee weapons▾
Abilities▾
You can ignore any or all modifiers to this unit's Move characteristic and to and Charge rolls made for this unit.
Unit composition▾
1 Nob on Smasha Squig model; 3 Squighog Boy models. The Nob on Smasha Squig is equipped with: Slugga; Big Choppa; Squig Jaws. Every Squighog Boy is equipped with: Saddlegit Weapons; Stikka; Squig Jaws.
Na'pok's Hunters
Lone-spear Na'pok and her handpicked warrior band are expert ambushers, stealthily encircling their prey before springing a carefully timed trap. Her Kroot Carnivores soften the foe with volleys of rifle fire while her Krootox Rampagers and Rider close in for the kill, all guided by Na'pok's own uncanny hunting instincts.
Army Rules
Hunter's Instincts▾
Each time a KROOT model from your army makes an attack, add 1 to the if the target of that attack is below its , and add 1 to the as well if the target of that attack is Below Half-strength.
Skirmish Fighters▾
KROOT models from your army have a 6+ against melee attacks and a 5+ invulnerable save against ranged attacks.
Detachment Rule — Na'pok's Hunters
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Sweep and Clear.
Sprung Trap▾
Each time a unit from this detachment ends a against a unit that is Below Half-strength, until the end of the turn, melee weapons equipped by models in your unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Grizzled Predator▾
Na'pok's Hunters Lone-spear Na'pok unit only
The bearer has the 5+ ability. Once per battle round, when an enemy unit ends a Normal, or move within 18" of the bearer, it can use this ability. If it does, that enemy unit must take a test, subtracting 1 from the result, and if that enemy unit is within 9" of the bearer, the bearer can make a of up to D6".
Hunter's Eye▾
Na'pok's Hunters Krootox Rider unit only
Ranged weapons equipped by the bearer have the [] ability. At the start of your Shooting phase, select one Kroot Carnivores unit within 9" of the bearer. Until the end of the phase, Kroot rifles equipped by models in that unit have the [] ability.
Stratagems
Clubbing Blows
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Krootox Rampagers or Krootox Rider unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, add 1 to the Damage characteristic of Krootox fists and Rampager fists weapons equipped by models in your unit.
Weak Spots
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase.
- Target
- One Kroot Carnivores unit from your army that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, improve the Armour Penetration characteristic of ranged weapons equipped by models in your unit by 1.
Cut Them Off
1CP▾- Type
- Strategic Ploy Stratagem
- When
- End of your opponent's Fight phase.
- Target
- One Kroot unit from your army that is wholly within 9" of one or more battlefield edges.
- Effect
- Remove your unit from the battlefield and place it into .
Datasheets
Lone-Spear Na'pok
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this model has shot, if it is not within of one or more enemy units, it can make a of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.
Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another Kroot model from your army makes an attack that targets that enemy unit, you can re-roll the .
Enhancements for this unit▾
Unit composition▾
1 Lone-spear Na'pok model. This model is equipped with: Blast Javelin; Close Combat Weapon; Hunting Javelin; Kalamandra's Bite.
Kroot Carnivores
Ranged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is within range of an you control, that objective marker remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey-marked: while a unit is prey-marked, that unit has +3" detection range.
Unit composition▾
1 Long-quill model; 8 Kroot Carnivore models; 1 Kroot Carnivore model equipped with a Tanglebomb Launcher. The Long-quill is equipped with: 1 Kroot Pistol; 1 Kroot Rifle; 1 Close Combat Weapon. Every other Kroot Carnivore is equipped with: 1 Kroot Rifle; 1 Close Combat Weapon, except the model with a Tanglebomb Launcher, which is equipped with: 1 Tanglebomb Launcher; 1 Close Combat Weapon.
Krootox Rider
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per turn, in your opponent's Shooting phase, when a friendly Kroot Infantry unit within 6" of this unit is selected as the target of an attack, this unit can use this ability. If it does, after that enemy unit has finished making its attacks, this unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey-marked: while a unit is prey-marked, that unit has +3" detection range.
Enhancements for this unit▾
Unit composition▾
1 Krootox Rider model. This model is equipped with: 1 Repeater Cannon; 1 Close Combat Weapon; Krootox Fists.
Krootox Rampagers
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this unit ends a , select one enemy unit within of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 .
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey-marked: while a unit is prey-marked, that unit has +3" detection range.
Unit composition▾
3 Krootox Rampager models. Every model is equipped with: Kroot Pistol and Hunting Javelins; Hunting Blades; Rampager Fists.
Preybane War Party
A mercenary band of Kroot Farstalkers and their Krootox packmates, the Preybane War Party sells its spears and rifles to whichever paymaster offers the richest hunt. Guided by a Kroot Kill-broker's ritual blade and their Lone-spear scout's uncanny instincts, they close on their quarry with patient, savage precision.
Army Rules
Hunter's Instincts▾
Each time a KROOT model from your army makes an attack, add 1 to the if the target of that attack is below its , and add 1 to the as well if the target of that attack is Below Half-strength.
Skirmish Fighters▾
KROOT models from your army have a 6+ against melee attacks and a 5+ invulnerable save against ranged attacks.
Detachment Rule — Preybane War Party
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Ruthless Quarry▾
Each time a model in a unit from this detachment makes a melee attack that targets a unit that is Below Half-strength, add 1 to the .
Enhancements
Select one of these Enhancements per battle.
Wily Hunter▾
Preybane War Party Kroot Lone-spear unit only
In your Shooting phase, after this model has shot, if it is not within of one or more enemy units, it can make a of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.
Microdrone Familiar▾
Preybane War Party Kroot Farstalkers unit only
This unit's ranged weapons have a Ballistic Skill characteristic of 2+, and improve the Attacks characteristic of ranged weapons equipped by models in this unit by 1.
Stratagems
Pheremonal Markings
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Command phase.
- Target
- One Kroot unit from your army within range of an you control.
- Effect
- That remains under your control until your opponent's Level of Control over that objective marker is greater than yours at the end of a phase.
Lure and Strike
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Movement phase, just after a Kroot unit from your army Falls Back.
- Target
- That Kroot unit.
- Effect
- Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back.
Strike Once, Strike Well
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Fight phase.
- Target
- One Kroot unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1, and those weapons have the [] ability.
Datasheets
Kroot Farstalkers
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the battle, select one unit from your opponent's army. Each time a model in this unit makes an attack that targets that unit, that attack has the [] and [] abilities.
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey-marked: while a unit is prey-marked, that unit has +3" detection range.
Enhancements for this unit▾
Unit composition▾
1 Kroot Kill-broker model; 9 Kroot Farstalker models; 2 Kroot Hound models. The Kill-broker is equipped with either: Farstalker Firearm, Close Combat Weapon and Kroot Pistol; Close Combat Weapon, Kroot Pistol and Londaxi Tribalest; or Ritual Blade, T'au Tech Rifle and Kroot Pistol. Every Kroot Farstalker is equipped with: 1 Close Combat Weapon; 1 Kroot Pistol, and either a Farstalker Firearm or a Londaxi Tribalest. Every Kroot Hound is equipped with: Ripping Fangs.
Kroot Lone-Spear
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this model has shot, if it is not within of one or more enemy units, it can make a of up to 6". If it does, until the end of the turn, this model is not eligible to declare a charge.
Each time this model makes a ranged attack that hits an enemy unit, until the end of the turn, each time another Kroot model from your army makes an attack that targets that enemy unit, you can re-roll the .
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey-marked: while a unit is prey-marked, that unit has +3" detection range.
Enhancements for this unit▾
Unit composition▾
1 Kroot Lone-spear model. This model is equipped with: 1 Kroot Long Gun; Close Combat Weapon; Kalamandra's Bite.
Krootox Rider
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per turn, in your opponent's Shooting phase, when a friendly Kroot Infantry unit within 6" of this unit is selected as the target of an attack, this unit can use this ability. If it does, after that enemy unit has finished making its attacks, this unit can shoot as if it were your Shooting phase, but when resolving those attacks it can only target that enemy unit (and only if it is an eligible target).
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey-marked: while a unit is prey-marked, that unit has +3" detection range.
Unit composition▾
1 Krootox Rider model. This model is equipped with: 1 Repeater Cannon; 1 Close Combat Weapon; Krootox Fists.
Krootox Rampagers
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this unit ends a , select one enemy unit within of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit: for each 4+, that enemy unit suffers D3 .
In your Shooting phase, this unit can select one visible enemy unit within 12". That enemy unit is prey-marked: while a unit is prey-marked, that unit has +3" detection range.
Unit composition▾
3 Krootox Rampager models. Every model is equipped with: Kroot Pistol and Hunting Javelins; Hunting Blades; Rampager Fists.
Protectors of Aun'shar
It is the belief of the Ethereal Aun'Shar that he can best spread the light of the Greater Good by taking to the battlefields of the 41st Millennium and overseeing the destruction of those foes who cannot be enlightened through diplomacy. The Fire caste warriors who fight at his side venerate their leader and follow his commands without hesitation.
Army Rules
Drones▾
If you have upgraded a model to have a drone, place a Drone token next to your model as a reminder. These do not count as models for any rules purposes.
The bearer's unit has the Markerlight keyword and can act as an Observer unit for another unit even if it Advanced this turn.
For the Greater Good▾
If your Army Faction is T'au Empire, at the start of your Shooting phase you can select units from your army with this ability to become Observer units.
During your Shooting phase, for each Observer unit from your army that has not been selected to shoot this phase and is eligible to shoot (excluding Fortification and units), select one enemy unit that is visible to be marked as their Spotted unit until the end of the phase. Each enemy unit can only be marked as a Spotted unit once per phase.
Units from your army with the For the Greater Good ability (excluding Observer units) are Guided units while targeting one or more Spotted units. Until the end of the phase, each time a model from your army in a Guided unit makes an attack that targets a Spotted unit, improve the Ballistic Skill characteristic of that attack by 1 and, if the Spotted unit was marked by an Observer unit that has the Markerlight keyword, that attack has the [] ability.
Detachment Rule — Protectors of Aun'shar
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Marked for Destruction▾
Each time a unit from this detachment is a Guided unit, until the end of the phase, ranged attacks made by models in that unit that target their Spotted unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Ds13 Experimental Drone (Aura)▾
Protectors of Aun'Shar Aun'Shar unit only
The bearer has the and abilities. While a friendly T'au Empire Infantry unit is within 6" of the bearer, improve the Save characteristic of models in that unit by 1 and those models have the 5+ ability.
Ds15 Experimental Drone (Aura)▾
Protectors of Aun'Shar Shas'nel D'tano unit only
The bearer has the and abilities. While a friendly T'au Empire unit is within 6" of the bearer, ranged weapons equipped by models in that unit have the [] ability.
Stratagems
Defensive Fusillade
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your Shooting phase.
- Target
- One T'au Empire unit from your army that has not been selected to shoot this phase.
- Effect
- Until the end of the phase, ranged weapons equipped by models in your unit have the [] ability.
Rapid Repositioning
1CP▾- Type
- Strategic Ploy Stratagem
- When
- End of your Shooting phase.
- Target
- One T'au Empire unit from your army that is not within of one or more enemy units.
- Effect
- Your unit can make a up to D6". If your unit has the Battlesuit keyword, it can make a Normal move of up to 6" instead.
- Restrictions
- Until the end of the turn, your unit is not eligible to declare a charge.
Laser-Marked Targets
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your opponent's Charge phase, just after an enemy unit has declared a charge.
- Target
- One T'au Empire unit from your army that was selected as a target of that charge and is not within of one or more enemy units.
- Effect
- Your unit can shoot that enemy unit as if it were your Shooting phase. When doing so, each time a model in your unit makes a ranged attack, an unmodified of 6 is required to score a hit, irrespective of the attacking weapon's Ballistic Skill or any modifiers. Until the end of the phase, subtract 2 from Charge rolls made for that enemy unit.
- Restrictions
- Your unit cannot shoot more than once this turn.
Datasheets
Aun'shar
Melee weapons▾
Abilities▾
In your Command phase, roll one D6: on a 4+, you gain 1CP.
While this model is leading a unit, models in that unit have the 5+ ability.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Strike Team Hover Drone The bearer can Fly and has a Move characteristic of 10".
Unit composition▾
1 Aun'Shar model. This model is equipped with: Honour Stave; Hover Drone.
Shas'nel D'tano
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is leading a unit, add 1 to the Attacks characteristic of ranged weapons equipped by models in that unit.
Each time this model makes a ranged attack, on a Critical Wound, that attack has an Armour Penetration characteristic of -3.
Enhancements for this unit▾
Leader▾
This model can be attached to the following unit: Strike Team
Unit composition▾
1 Shas'nel D'tano model. This model is equipped with: 1 Fireblade Pulse Rifle; Close Combat Weapon.
Strike Team
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, after this unit has shot, select one enemy Infantry unit hit by one or more of those attacks. Until the start of your next turn, while this unit is on the battlefield, that enemy unit is suppressed. While a unit is suppressed, each time a model in that unit makes an attack, subtract 1 from the .
In your Movement phase, if this unit Remains Stationary, until the start of your next turn, its Fire Warrior Shas'ui model is equipped with the Support Turret weapon.
Unit composition▾
1 Fire Warrior Shas'ui model; 5 Fire Warriors models equipped with pulse rifles; 4 Fire Warriors models equipped with pulse carbines. The Fire Warrior Shas'ui is equipped with: 1 Pulse Carbine; 1 Pulse Pistol; Close Combat Weapon; Support Turret. Every Fire Warrior with pulse rifle is equipped with: 1 Pulse Rifle; 1 Pulse Pistol; Close Combat Weapon. Every Fire Warrior with pulse carbine is equipped with: 1 Pulse Carbine; 1 Pulse Pistol; Close Combat Weapon.
Stealth Battlesuits
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this unit is an Observer unit, until the end of the phase, each time a ranged attack is made by a model in a Guided unit that targets their Spotted unit, re-roll a of 1 and re-roll a of 1.
When a friendly Kroot/Vespid Stingwings unit within 6" of this unit has shot, those attacks do not prevent that unit from being hidden.
Once per battle, you can use the Rapid Ingress Stratagem for 0CP. The target must be set up within 3" of the bearer's unit and more than 8" away from all enemy units.
Unit composition▾
1 Shas'vre model; 2 Stealth Shas'ui models. The Stealth Shas'vre is equipped with: 1 Fusion Blaster; Battlesuit Fists; Homing Beacon. Every Stealth Shas'ui is equipped with: 1 Burst Cannon; Battlesuit Fists.
Ghostkeel Battlesuit
Ranged weapons▾
Melee weapons▾
Abilities▾
Twice per battle, after an attack has been allocated to this model, you can change the Damage characteristic of that attack to 0.
When a friendly Kroot/Vespid Stingwings unit within 6" of this unit has shot, those attacks do not prevent that unit from being hidden.
The bearer is eligible to shoot in a turn in which it Fell Back but it loses the Smoke keyword.
Before selecting targets for this weapon, select one of its profiles to make attacks with.
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the .
Unit composition▾
1 Ghostkeel Battlesuit model. This model is equipped with: 1 Cyclic Ion Raker; 1 Twin Fusion Blaster; Ghostkeel Fists.
Insidious Infiltrators
Sent ahead of the main Tyranid fleet, these specially adapted vanguard organisms make landfall and infiltrate the enemy's positions, taking out key targets while assimilating vital knowledge on the planet's defences. Death's Shadow and its Lictor kin excel at infiltration, assassination and the destruction of key enemy units, while Von Ryan's Leapers deliver swift, savage strikes wherever the swarm needs them most.
Army Rules
Synapse▾
While a Tyranids unit from your army is within 6" of one or more friendly Synapse models, that Tyranids unit is said to be within Synapse Range of those models and of your army. Each time a Tyranids unit from your army takes a test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.
Shadow in the Warp▾
Tyranids flood the battlefield with the psychic signature of the hive fleet, an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage.
Once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a test.
Detachment Rule — Insidious Infiltrators
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Shadow-Born Ambush▾
Each time a unit from this detachment ends a against a enemy unit, until the end of the phase, melee weapons equipped by models in your unit have the [] ability.
Enhancements
Select one of these Enhancements per battle.
Neurogoad▾
Insidious Infiltrators Death's Shadow unit only
In your Command phase, select one friendly Tyranids unit within 12" of the bearer. Until the start of your next Command phase, you can re-roll Charge rolls made for that unit, and each time a model in that unit makes an attack, you can re-roll the .
Psionic Phantoms▾
Insidious Infiltrators Lictor unit only
Once per battle round, when the bearer is selected as the target of one or more shooting attacks made by models from an enemy unit, it can use this Enhancement. If it does, it can make a of up to 6". If the bearer is then no longer visible to that enemy unit, roll one D6; on a 1-3, the models targeting the bearer can select new targets for their attacks. On a 4-6, the models targeting the bearer cannot select new targets for their attacks and so do not make any attacks this phase.
Stratagems
Swift Kills
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Tyranids unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, improve the Armour Penetration characteristic of melee weapons equipped by models in your unit by 1 and those weapons have the [] and [] abilities.
Pheromonal Trace
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Command phase.
- Target
- One Von Ryan's Leapers unit from your army.
- Effect
- Select one your unit is within range of and that you control. That objective marker is secured by you.
Predators, Not Prey
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Movement phase or your Charge phase.
- Target
- One Tyranids unit from your army that has not been selected to move this phase and has not declared a charge this phase.
- Effect
- Until the end of the phase, models in your unit automatically pass Desperate Escape tests, and each time a model in your unit makes a move, it can move horizontally through models as if they were not there.
Datasheets
Death's Shadow
Melee weapons▾
Abilities▾
In your Command phase, select one enemy unit within 12" of this model. That unit must take a test.
While an enemy unit is within 12" of this model, if that unit is : each time a model in that unit makes an attack, subtract 1 from the ; each time a friendly Tyranids model makes an attack that targets that unit, add 1 to the .
Each time this model destroys an enemy Character model, you gain 1CP.
Enhancements for this unit▾
Unit composition▾
1 Death's Shadow model. This model is equipped with: Piercing Claws and Talons.
Lictor
Melee weapons▾
Abilities▾
Each time this model destroys an enemy Character model, you gain 1CP.
Once per battle round, you can target one model with this ability with the Rapid Ingress Stratagem for 0CP.
Enhancements for this unit▾
Unit composition▾
1 Lictor model. This model is equipped with: Lictor Claws and Talons.
Von Ryan's Leapers
Melee weapons▾
Abilities▾
You can target this unit with the Heroic Intervention Stratagem, regardless of any other uses of that Stratagem this phase. If you do: that use is -1 CP; that use does not prevent any uses of that Stratagem on other units this phase.
Unit composition▾
3 Von Ryan's Leaper models. Every model is equipped with: Leaper's Talons.
The Vardenghast Swarm
The Terror of Vardenghast leads a swift, swarming infestation — Termagants and Barbgaunts overwhelming the enemy in numbers while a Psychophage and Von Ryan's Leapers tear through anything that stands too close.
Army Rules
Shadow in the Warp▾
If your Army Faction is Tyranids, once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a test. Each time an enemy unit takes such a Battle-shock test, if it is within 6" of one or more Synapse units from your army, subtract 1 from that test.
Synapse▾
If your Army Faction is Tyranids, while a Tyranids unit from your army is within 6" of one or more friendly Synapse models, that Tyranids unit is said to be within Synapse Range of that model and of your army. While a Tyranids unit from your army is within Synapse Range of your army:
- Each time that unit takes a test, take that test on 3D6 instead of 2D6.
- Each time a model in that unit makes a melee attack, add 1 to the Strength characteristic of that attack.
Detachment Rule — The Vardenghast Swarm
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Skittering Hordes▾
Enemy units' ranged attacks that target a friendly Vardenghast Swarm Infantry unit not within 12" have -1 to .
Enhancements
Select one of these Enhancements per battle.
Psychoclastic Overload▾
Vardenghast Swarm Psychophage unit only
Upgrade: this unit can re-roll rolls to determine the Attacks characteristic of a weapon.
Adapted Organism▾
Vardenghast Swarm Winged Tyranid Prime model only
- This model has a 4+ .
- This model's melee attacks have +2 AP.
Stratagems
Swarm-Marked
1CP▾- When
- End of your Movement phase.
- Target
- One friendly Vardenghast Swarm Termagants unit.
- Effect
- Select one objective your unit is controlling. That objective is secured.
Skulking Hunters
1CP▾- When
- Start of your opponent's Shooting phase.
- Target
- One friendly Vardenghast Swarm Infantry unit.
- Effect
- Your unit has -6" detection range.
Brute Speed
1CP▾- When
- Your Movement phase, when a friendly Vardenghast Swarm unit is selected to make an move.
- Target
- That Vardenghast Swarm unit.
- Effect
- Your unit can change that roll to a 6.
Datasheets
Terror of Vardenghast
Melee weapons▾
Abilities▾
In the Fight phase, when this model is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 4+, do not remove this model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), this model is removed from the battlefield.
While this model is leading a unit, weapons equipped by models in that unit have the [] ability.
At the start or end of your Movement phase, you can use this ability. If you do:
- Select one friendly unengaged Vardenghast Swarm Termagants unit. That unit heals 2D6 wounds.
- Or: select one friendly destroyed Vardenghast Swarm Termagants unit. That unit heals 10 wounds and is placed in .
Enhancements for this unit▾
Unit composition▾
1 Terror of Vardenghast model. This model is equipped with: 1 Prime Talons.
Psychophage
Ranged weapons▾
Melee weapons▾
Abilities▾
Each time this model is destroyed, roll one D6. On a 6, this model suffers a and each unit within 6" suffers 1 .
Each time this model would lose a wound, roll one D6. On a 5+, that wound is not lost.
This model's melee attacks that target:
- A unit below have +1 to .
- A unit below half-strength have +1 to .
While a friendly Tyranids unit is within 6" of this model, that unit has 6+.
Enhancements for this unit▾
Unit composition▾
1 Psychophage model. This model is equipped with: 1 Psychoclastic Torrent; 1 Talons and Betentacled Maw.
Vardenghast Swarm Barbgaunts
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those attacks. If you do, that enemy unit is pinned until the start of your next turn:
- While a unit is pinned, that unit has -2" M and -2 to rolls and charge rolls.
Unit composition▾
5 Barbgaunt models. Every model is equipped with: 1 Barblauncher; 1 Chitinous Claws and Teeth.
Vardenghast Swarm Termagants
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
In your opponent's Movement phase, when an enemy unit ends a move within 9" of this unit, if this unit is unengaged, this unit can make a of up to D6".
Unit composition▾
10 Termagant models. Every model is equipped with: 1 Chitinous Claws and Teeth; 1 Fleshborer.
Vardenghast Swarm Von Ryan's Leapers
Melee weapons▾
Abilities▾
Each time a ranged attack targets this unit, this unit has the benefit of cover against that attack.
This unit is a unit.
During deployment, this unit can be set up anywhere on the battlefield that is more than 8" horizontally from the enemy and all enemy units.
You can target this unit with the Heroic Intervention stratagem, regardless of any other uses of that stratagem this phase. If you do:
- That use is -1 CP.
- That use does not prevent any uses of that stratagem on other units this phase.
Unit composition▾
3 Von Ryan's Leaper models. Every model is equipped with: 1 Leaper's talons.
Tyranid Assault Brood
Led by the Parasite of Mortrex, this assault brood tears through the enemy's ranks with overwhelming savagery. Genestealers burst from hiding to begin the slaughter, Biovores rain living ordnance from afar, and a wall of Tyrant Guard shields the brood's synaptic heart as it presses ever onward, feeding the endless hunger of the hive fleet.
Army Rules
Synapse▾
While a Tyranids unit from your army is within 6" of one or more friendly Synapse models, that Tyranids unit is said to be within Synapse Range of those models and of your army. Each time a Tyranids unit from your army takes a test, if it is within Synapse Range of your army, take that test on 3D6 instead of 2D6.
Shadow in the Warp▾
Tyranids flood the battlefield with the psychic signature of the hive fleet, an icy, alien dread that gnaws at the minds of their prey and smothers even the most stalwart courage.
Once per battle, in either player's Command phase, if one or more units from your army with this ability are on the battlefield, you can unleash the Shadow in the Warp. When you do, each enemy unit on the battlefield must take a test.
Detachment Rule — Tyranid Assault Brood
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Take and Hold.
Hungering Ascendancy▾
Each time a unit from this detachment is within of one or more enemy units at the start of the Fight phase, add 1 to the Attacks characteristic of melee weapons equipped by models in that unit.
Enhancements
Select one of these Enhancements per battle.
Indurated Carapace▾
Tyranid Assault Brood Parasite of Mortrex unit only
The bearer has a 4+ . In addition, each time a melee attack targets the bearer, subtract 1 from the .
Bioacid▾
Tyranid Assault Brood Tyrant Guard unit only
Once per turn, when a friendly Tyranids unit within 6" of the bearer is selected to shoot or fight, the bearer can use this ability. If it does, until the end of the phase, improve the Armour Penetration characteristic of weapons equipped by models in that friendly unit by 1.
Stratagems
Sensory Amalgamation
1CP▾- Type
- Battle Tactic Stratagem
- When
- Your opponent's Shooting phase or the Fight phase, just after an enemy unit has selected its targets.
- Target
- One Tyranids Infantry unit from your army that was selected as the target of one or more of the attacking unit's attacks.
- Effect
- Until the end of the phase, each time an attack targets your unit, subtract 1 from the .
Scything Terror
1CP▾- Type
- Battle Tactic Stratagem
- When
- Fight phase.
- Target
- One Tyranids unit from your army that has not been selected to fight this phase.
- Effect
- Until the end of the phase, melee weapons equipped by models in your unit have the [] ability.
Ravenous Rampage
1CP▾- Type
- Strategic Ploy Stratagem
- When
- Your Charge phase.
- Target
- One Tyranids unit from your army that has not been selected to charge this phase.
- Effect
- Until the end of the phase, your unit is eligible to declare a charge in a turn in which it Advanced.
Datasheets
Parasite of Mortrex
Melee weapons▾
Abilities▾
Each time an Infantry model is destroyed by an attack made with this model's Barbed Ovipositor, after this model has finished making its attacks, you can add one new Ripper Swarms unit to your army consisting of D3 models and set it up within 3" of this model. If you do, that Ripper Swarms unit can be set up within of the destroyed model's unit (but not within Engagement Range of any other enemy units).
At the start of the Fight phase, select one enemy unit within of this model. That enemy unit must take a test.
Enhancements for this unit▾
Unit composition▾
1 Parasite of Mortrex model. This model is equipped with: Barbed Ovipositor; Clawed Limbs.
Genestealers
Melee weapons▾
Abilities▾
Each time a model in this unit makes an attack, re-roll a of 1. If the target is within range of one or more , re-roll a of 1 as well.
Unit composition▾
10 Genestealer models. Every model is equipped with: Genestealer Claws and Talons.
Biovores
Ranged weapons▾
Melee weapons▾
Abilities▾
Once per turn, in your Shooting phase, when selected to shoot, this unit can use it instead of making any attacks with its ranged weapons. If it does, you can add one new Spore Mines unit to your army and set it up anywhere on the battlefield that is wholly within 48" of this unit and more than 8" horizontally away from all enemy units. That Spore Mines unit contains 1 model for each model in this unit.
Unit composition▾
1 Biovore model. This model is equipped with: Spore Mine Launcher; Chitin-barbed Limbs.
Tyrant Guard
Melee weapons▾
Abilities▾
While a Character model is leading this unit, that Character has the 5+ ability.
Enhancements for this unit▾
Unit composition▾
3 Tyrant Guard models. 1 Tyrant Guard is equipped with: Bone Cleaver, Lash Whip and Rending Claws. 1 Tyrant Guard is equipped with: Crushing Claws and Rending Claws. 1 Tyrant Guard is equipped with: Scything Talons and Rending Claws.