Which faction suits you?
Answer seven questions and get three of the 24 Combat Patrol boxes that fit your style. Recommendations are based on each box's actual Detachment rule and Force Disposition; tap a result card to open that faction. There are no wrong answers.
Combat Patrol Basic Rules
Never played before? That's fine. Read this one page in order and you can play a full game — from reading a datasheet to running a battle round, resolving attacks and the mission rules. Faction-specific rules (army rules, Stratagems and so on) are on each faction's page.
⚠ Before you build — wargear choices and WYSIWYG
Combat Patrol box instructions sometimes tell you to build certain models with specific wargear. That is only one example matched to the parts in the box — in Warhammer 40,000 you can normally build any combination of the wargear options listed on a unit's datasheet.
WYSIWYG (What You See Is What You Get) — to use a weapon in a game, the model should actually be built and painted holding it. Once you glue a model with a particular loadout, you should generally use it with that loadout from then on.
So if you plan to grow from Combat Patrol into larger matched play such as 2,000 points, consider sketching the 2,000-point list you want first and building to suit it, rather than gluing the box's default loadout straight away. Review the wargear options before gluing, or magnetise models so you can swap weapons later.
Overview
Warhammer 40,000 is a tabletop wargame in which two armies of miniatures clash in a grimdark science-fiction setting. Combat Patrol is its smallest — an entry format built so you can play straight out of a single box.
- You need — your faction's units (profiles are in this archive), plenty of six-sided dice (D6), a tape measure and terrain.
- Victory — over 5 battle rounds you score victory points (VP) under the mission rules; whoever has more wins (see 05).
- Factions — each player picks one faction (one Combat Patrol) and fights with its units.
Reading a datasheet
Every unit is described by one datasheet. Learn these abbreviations and you can read any faction's datasheets.
Unit characteristics
- M (Move) — the maximum distance the unit can go with a in the Movement phase.
- T (Toughness) — compared with the attacking weapon's Strength (S) to set the needed. Higher is harder to hurt.
- SV (Save) — the value needed on a . Lower (e.g. 2+) is better.
- W (Wounds) — how much damage one model can take before it is destroyed.
- LD (Leadership) — the target for rolls such as tests.
- OC (Objective Control) — see . How well the unit holds objectives.
Weapon profile
- Range — ranged weapons list inches; melee weapons say "Melee" and only attack enemies within .
- A (Attacks) — how many attack dice the weapon rolls.
- BS / WS (Ballistic / Weapon Skill) — the value needed on the .
- S (Strength) — compared with the target's T to set the needed.
- AP (Armour Penetration) — worsens the target's by this amount (AP -2 means -2 to the target's SV).
- D (Damage) — wounds the target loses when the attack wounds and the save fails.
※ Some units also have an . Tags next to weapon names (Sustained Hits, Lethal Hits and so on) are explained in section 06, the core ability glossary.
The battle round
A battle round is two complete turns, one per player — one player goes through all five phases below, then the opponent does the same. Combat Patrol lasts 5 battle rounds.
- 1Command phase — the turn begins. tests and some army rules and Enhancements happen now.
- 2Movement phase — each unit makes a , or . Units in can arrive via .
- 3Shooting phase — ranged weapons attack enemies in . See 04 for the sequence.
- 4Charge phase — declare a and move into of the enemy.
- 5Fight phase — , trade melee attacks, then units that fought can .
Attack sequence
Shooting or fighting, every attack is resolved in this order.
- 1. — attacks that miss stop here.
- 2. — compare the weapon's S with the target's T to find the value needed.
- 3. — the defender rolls against SV worsened by the weapon's AP. With an , use whichever is better.
- 4. Inflict damage — if the save fails, the target loses wounds equal to the weapon's D; models reduced to 0 wounds are removed.
※ An unmodified 6 is always a Critical Hit / Critical Wound at its step, which triggers abilities such as Sustained Hits and Lethal Hits.
Mission sequence
Setup
- 1Choose Combat Patrols — each player picks the Combat Patrol they will use.
- 2Determine the layout — roll a D6 to choose the battlefield layout (A/B/C), which shows terrain, and .
- 3Create the battlefield — set up terrain on a 44"×30" battlefield as the layout shows.
- 4Attacker and defender — agree which edge is the attacker's and which the defender's, then roll off; the winner chooses.
Deployment
- 5 — each player secretly notes units embarked in transports, units in (no more than half the army), –Bodyguard pairings and which one of their two Enhancements they use, then both reveal.
- 6Deploy armies — alternate setting up units, defender first (except ).
Start
- 7Determine first turn — roll off to decide who goes first.
- 8Resolve pre-battle rules — starting with the player taking the first turn.
- 9Begin the battle — the first battle round starts. The core Stratagems Crushing Impact, Explosives and Rapid Ingress cannot be used in Combat Patrol.
End
- 10End the battle — after 5 battle rounds (play them all even if one army is wiped out).
- 11Determine the victor — the player with more VP wins (a draw if tied): each Combat Patrol's mission VP, plus 10VP for a Battle Ready painted army.
※ Each game you choose only one of your two Enhancements. Exact dimensions and terrain for the three layouts (A/B/C) are in each Combat Patrol box's instructions or the official app.
Core ability glossary
Underlined terms anywhere in this archive (including every faction page) open the explanations gathered here. Core rulebook abilities live in this one place; faction-specific rules (army rules, detachments, Enhancements, Stratagems) are in sections 01–04 of each faction page.
Hit Roll
Core ability · Attack sequence▾The first roll of the attack sequence. Rolling the weapon's BS (Ballistic Skill) or WS (Weapon Skill) or higher scores a hit. An unmodified 6 is always a Critical Hit.
Wound Roll
Core ability · Attack sequence▾For each hit, compare the weapon's Strength (S) with the target's Toughness (T) to find the value needed and roll. Meeting it wounds. An unmodified 6 is always a Critical Wound.
Saving Throw
Core ability · Attack sequence▾The defender's roll against each successful wound. Rolling the Save (Sv) characteristic, worsened by the weapon's AP, or higher prevents the damage. If the model has an Invulnerable Save, use whichever is better.
Battle-shock
Core rule · Command phase▾At the start of the Command phase, units below half their Starting Strength take a Battle-shock test (2D6). Rolling the unit's best Leadership or higher passes; failing makes the unit Battle-shocked until your next Command phase: its OC is 0, Stratagems cannot target it and most friendly abilities no longer affect it.
Battle-shock examples
Invulnerable Save
Core ability▾A separate saving throw granted by force fields, supernatural reflexes and the like rather than physical armour. Rolling the value or higher negates the attack; it is not modified by AP.
Objective Control
Core rule · Characteristic▾How well a unit holds objectives. A player whose units' total OC at an objective is higher than the opponent's controls it. Battle-shocked units have OC 0.
Starting Strength
Core rule · Characteristic▾The number of models in a unit when it was first set up or placed in Reserves. Used for Battle-shock tests and for abilities that check whether a unit is below (half) strength.
Feel No Pain
Core ability · 24.12▾Each time the model would lose a wound, roll a D6: on an X+, that wound is not lost.
Lone Operative
Core ability · 24.24▾Unless part of an Attached unit, this unit can only be targeted by ranged attacks from models within 12".
Stealth
Core ability · 24.33▾If every model in the unit has this ability, the unit has the Benefit of Cover against ranged attacks.
Benefit of Cover
Scouts X
Core ability · 24.31▾After deployment and before the first turn, the unit can make a move of up to the listed distance.
Deep Strike
Core ability · 24.09▾The unit can be held in Reserves and later set up far from the enemy instead of being deployed normally.
Transport
Core ability▾This model can carry the listed number and type of models.
Combat Squad
Core ability▾In the Declare Battle Formations step, the unit can be split into two units of five models.
Close-quarters
Core ability · 24.07▾A unit with this weapon can shoot using the close-quarters method. A model shooting this way uses either this weapon or one of its other ranged weapons.
Engaged Monsters/Vehicles: shooting
Assault
Core ability · 24.04▾A unit with this weapon can shoot with it even if it Advanced this turn.
Heavy
Core ability · 24.16▾When shooting this weapon in the Shooting phase, add 1 to the Hit roll if the unit is not engaged, was not set up this turn and no model in it moved more than 3".
Rapid Fire
Core ability · 24.30▾If the target is within half the weapon's range, roll the listed number of additional attack dice.
Blast
Core ability · 24.05▾Roll the listed number of additional attack dice for every five models in the target unit (rounding down).
Precision
Core ability · 24.28▾If the target unit has an attached Character model that the attacking model can see, the attack can be allocated directly to that Character's allocation group.
Psychic
Core ability · 24.29▾Attacks made with this weapon can ignore any or all modifiers to the BS/WS characteristic and to the Hit roll.
Hazardous
Core ability · 24.15▾After resolving this weapon's attacks, make one Hazardous roll for each Hazardous weapon selected. For each failure, one model is lost.
Anti-X
Core ability · 24.03▾When attacking a target with the listed keyword, an unmodified roll equal to or above the listed value is a Critical result.
Melta
Core ability · 24.25▾If the target is within half the weapon's range, increase the attack's Damage by the listed value while resolving it.
Sustained Hits
Core ability · 24.36▾Each Critical Hit scores the listed number of additional hits.
Devastating Wounds
Core ability · 24.10▾If an attack with this weapon scores a Critical Wound, the attack sequence ends and the target suffers mortal wounds equal to the weapon's Damage.
Twin-linked
Core ability · 24.38▾Attacks made with this weapon can re-roll the Wound roll.
Ignores Cover
Core ability · 24.18▾Targets of attacks made with this weapon cannot claim the Benefit of Cover.
Benefit of Cover
Torrent
Core ability · 24.37▾Attacks made with this weapon automatically hit the target; no Hit roll is made.
Indirect Fire
Core ability · 24.19▾Can target units that are not visible. Such targets have the Benefit of Cover, Hit rolls cannot be re-rolled and unmodified rolls of 1-5 fail.
Lethal Hits
Core ability · 24.23▾A Critical Hit automatically wounds the target without a Wound roll.
Lance
Core ability · 24.21▾If the bearer's unit made a Charge move this turn, add 1 to the Wound roll for attacks made with this weapon.
Extra Attacks
Core ability · 24.11▾The bearer can attack with this weapon in addition to its other melee weapon, rather than choosing between them.
One Shot
Core ability · 24.26▾This weapon can only be used once per battle.
Cleave
Core ability · 24.06▾If all of this weapon's attacks target one unit, make X additional attacks for every five models in the target unit (rounding down).
Pistol
Core ability · 24.27▾Resolved with the same rules as Close-quarters.
Conversion
Core ability▾If the target is more than 12" away, an unmodified Hit roll of 4+ is a Critical Hit.
Leader
Core ability · 24.22▾This model can be attached to the listed units. Once attached, they are treated as a single Attached unit.
Charge Move
Core ability · 11.04▾A unit that declared a charge moves up to its Charge roll and must end within Engagement Range of every target of that charge.
Making a Charge move
Consolidation Move
Core ability · 12.08▾In the Fight phase, after fighting, a unit can move up to 3" to stay engaged or move towards a new enemy or objective.
Consolidation: staying engaged
Consolidation: moving onto an objective
Advance
Core rule · Movement phase▾A move declared instead of a Normal move. Roll a D6 and add it to the unit's Move; the unit cannot shoot or charge this turn (exceptions include Assault weapons).
Fall Back
Core rule · Movement phase▾A move made by an engaged unit to leave the enemy's Engagement Range. The unit cannot shoot or charge this turn (some abilities make exceptions).
Normal Move
Core rule · Movement phase▾The basic move of the Movement phase: up to the unit's Move (M). The unit can shoot and charge as normal this turn.
Pile-in Move
Core rule · Fight phase▾Before attacking in the Fight phase, each model in the unit can move up to 3" closer to the enemy it is fighting.
Pile-in moves
Surge Move
Core rule · Movement▾An extra move granted by some abilities. The unit moves the listed distance as if making a Normal move, separately from its move in the Movement phase.
Making a Surge move
Engagement Range
Core rule▾Within 1" horizontally (and 5" vertically) of a model's base. Units sharing Engagement Range with an enemy unit are engaged with it.
Engagement: both units are within Engagement Range of each other.
Visibility
Core rule▾A model must be able to see another model to target it. Targets fully hidden by terrain or other models cannot be targeted by ranged attacks.
Model visible
Model fully visible
Unit visible
Unit fully visible
Objective Marker
Core rule · Mission rules▾Markers that drive victory points (VP). If your units' total OC at a marker is higher than your opponent's, you control it and score VP.
Deployment Zone
Core rule · Mission rules▾The area of the battlefield each player sets up their units in at the start of the game. Its shape depends on the mission.
Declare Battle Formations
Core rule · Mission rules▾A step before deployment in which each player reveals all their units (including those in Reserves) and which Characters are attached to which units.
Strategic Reserves
Core rule · Mission rules▾Units held back instead of being deployed and brought on in a later turn via Ingress. Unless a rule says otherwise, they arrive in your own deployment zone.
Ingress
Core rule · Mission rules▾A unit in Strategic Reserves arriving on the battlefield at the start of a later Movement phase. It must be set up outside enemy Engagement Range and, unless stated otherwise, outside the enemy deployment zone.
Battle Size
Core rule · Mission rules▾The game size, set by the points used (Incursion, Strike Force, Onslaught and so on), which determines battlefield size and mission scale. Combat Patrol is the smallest.
Infantry
Unit keyword▾Foot soldiers. They can move onto and into terrain features and through narrow gaps and buildings that Vehicles and Monsters cannot. The type best placed to use cover.
Mounted
Unit keyword▾Units riding mounts such as beasts or bikes. They largely follow Infantry movement rules but may be unable to pass through some terrain.
Walker
Unit keyword▾Legged vehicles. They follow Vehicle rules but, like Infantry, can close right up to enemy models in combat.
Vehicle
Unit keyword▾Vehicles. They are targeted by [Anti-Vehicle] weapons, and many friendly abilities (save modifiers and the like) do not apply to them. Usually more restricted by terrain than Infantry.
Monster
Unit keyword▾Huge creatures. They are targeted by [Anti-Monster] weapons and, like Vehicles, are bigger and tougher than other units but struggle through tight terrain.
Aircraft
Unit keyword▾Fast flyers. Most ranged attacks against them suffer -1 to hit, and they follow special rules for entering and leaving via the battlefield edge.
Fly
Unit keyword▾Units that can fly. When moving, charging or falling back they can pass over other models and terrain (but cannot end a move on top of another model).
Titanic
Unit keyword▾Colossal units. They can be fought by several enemy units at once and ignore most effects that reduce movement.
Character
Unit keyword · Leader▾Single commander models. Characters with the Leader ability can be attached to the listed units. A Character left on its own is easier to target with ranged attacks.
Battleline
Unit keyword▾The army's core troops. No built-in rules of its own, but many detachment and mission rules check for Battleline units or their proximity.
Epic Hero
Unit keyword▾Uniquely named special characters. An army can include only one of each Epic Hero.
Dedicated Transport
Unit keyword · Transport▾A transport that can only carry the listed units. Often included alongside the units it carries without separate slot limits.
Psyker
Unit keyword · Psychic▾A model that can use [Psychic] weapons and be the source or target of psychic abilities.
Terminator
Unit keyword▾Keyword for units in heavy Terminator armour, used by related rules such as Deep Strike. In this Combat Patrol it has no extra rules of its own and serves only as a classification keyword.
※ These are not core rulebook abilities — they are states used only by the Sudden Dawn Cadre (T'au) army rule, For the Greater Good.
Guided
For the Greater Good▾State given to friendly units (other than Observers) targeting a Spotted unit. Guided units' attacks gain effects such as +1 BS.
Observer
For the Greater Good▾State assigned at the start of the Shooting phase by For the Greater Good. An Observer can mark an enemy unit as Spotted without shooting.
Spotted
For the Greater Good▾State of an enemy unit marked by an Observer. Guided units attacking a Spotted unit gain BS bonuses and similar effects.
Assault Force
An Assault Force strike team combines a Captain and Librarian with an Intercessor Squad, a Vanguard Veteran Squad with Jump Packs, and a Land Speeder — a fast, hard-hitting force built to seize objectives and follow up with a decisive charge.
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.
Space Marine Chapters▾
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. (Full Chapter-specific restrictions apply only when building larger armies and are not relevant to this fixed Combat Patrol roster.)
Detachment Rule — Assault Force
- 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.
Indomitable Resolve▾
Friendly Assault Force units have +1 OC.
Enhancements
Select one of these Enhancements per battle.
Battle-Line Veterans▾
Assault Force Intercessor Squad unit only
Upgrade: this unit's bolt rifle weapons have [].
Blade Masters▾
Assault Force Vanguard Veteran Squad with Jump Packs unit only
Upgrade: when an enemy unit ends a , if that enemy unit is engaged with this unit, that unit's melee attacks have -1 to until the end of the turn.
Stratagems
Relentless Aggression
1CP▾- Type
- Battle Tactic
- When
- Fight phase, when a friendly Assault Force unit is selected to make a .
- Target
- That Assault Force unit.
- Effect
- When making that , your unit can move up to 6".
Terrifying Charge
1CP▾- When
- Your Charge phase, when a friendly Assault Force unit ends a .
- Target
- That Assault Force unit.
- Effect
- Select one enemy unit engaged with your unit. That enemy unit makes a roll, with -1 to that battle-shock roll.
Decapitating Strike
1CP▾- When
- Fight phase, when a friendly Assault Force unit is selected to fight.
- Target
- That Assault Force unit.
- Effect
- Your unit's melee attacks have [].
Datasheets
Captain
Ranged weapons▾
Melee weapons▾
Abilities▾
This model has +1 W (included in profile).
At the end of your opponent's Charge phase, if this unit is unengaged and within 6" of one or more enemy units, you can use this ability. If you do, resolve a charge with it. When making the charge roll, if the result is greater than 6 (after modifiers), change it to 6.
Unit composition▾
1 Captain model. This model is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon; Relic Shield.
Librarian
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit's ranged attacks can ignore modifiers to:
- BS.
- 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 units: ASSAULT FORCE INTERCESSOR SQUAD.
Unit composition▾
1 Librarian model. This model is equipped with: 1 Bolt Pistol; 1 Force Weapon; 1 Fulmination – Electrosurge.
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.
[]. Before selecting targets with either Grenade Launcher profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Intercessor Sergeant model; 1 Intercessor with Grenade Launcher model; 3 Intercessor models. The Intercessor Sergeant is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Chainsword; 1 Knives and Fists. The Intercessor with Grenade Launcher is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Grenade Launcher – Krak; 1 Knives and Fists. Every Intercessor is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Knives and Fists.
Vanguard Veteran Squad with Jump Packs
Ranged weapons▾
Melee weapons▾
Abilities▾
In your opponent's Shooting phase, when an enemy unit has shot, if that unit targeted this unit, this unit can make a of up to D6+1".
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Vanguard Veteran Sergeant model; 1 Vanguard Veteran with Plasma Pistol model; 3 Vanguard Veteran models. The Vanguard Veteran Sergeant is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon. The Vanguard Veteran with Plasma Pistol is equipped with: 1 Master-crafted Power Weapon; 1 Plasma Pistol – Standard. Every Vanguard Veteran is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.
Land Speeder
Ranged weapons▾
Melee weapons▾
Abilities▾
Unit composition▾
1 Land Speeder model. This model is equipped with: 1 Armoured Impact; 1 Multi-melta; 1 Onslaught Gatling Cannon; 1 Stormfury Missile Launcher.
Sudden Dawn Cadre
Commander Cloudspear leads a coordinated strike force — Breacher Team and Pathfinder Team marking targets for the Greater Good while a Devilfish keeps the firing lines mobile.
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.
Each time a model makes a ranged attack that targets the bearer's unit, subtract 1 from the .
The bearer's unit has the Markerlight keyword and can act as an Observer unit for another unit even if it Advanced this turn.
Add 1 to the bearer's Wounds characteristic.
Note: Gun Drone and Missile Drone are also referenced as general Drone types in the app, but neither is equipped by any unit in this Combat Patrol box, so their weapon profiles aren't included here.
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 — Sudden Dawn Cadre
- 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.
Co-Ordinated Eradication▾
(Once per battle, per army) When a friendly Sudden Dawn Cadre unit is selected to shoot, you can use this ability. If you do, select one enemy unit. Friendly Sudden Dawn Cadre units' attacks that target that enemy unit have +1 AP until the end of the battle.
Enhancements
Select one of these Enhancements per battle.
Proximity Scanners▾
Sudden Dawn Cadre Devilfish unit only
Upgrade: when a friendly unit embarked within this unit disembarks, that friendly unit's pulse blaster and pulse carbine weapons have +1 A.
Earth Caste Modifications▾
Sudden Dawn Cadre Commander in Enforcer Battlesuit model only
- When this unit has shot, you can select one enemy unit hit by those attacks. That enemy unit is suppressed until the start of your next turn: while a unit is suppressed, that unit's attacks have -1 to .
- When this unit makes an ingress move, it can be set up more than 6" horizontally from all enemy units (instead of more than 8"). If this unit does, it is not eligible to declare a charge until the end of the turn.
Stratagems
Suppressing Fire
1CP▾- When
- Your Shooting phase, when a friendly Sudden Dawn Cadre Infantry unit has shot.
- Target
- That Sudden Dawn Cadre Infantry unit.
- Effect
- Select one enemy unit hit by those attacks. That enemy unit is pinned until the start of your next Command phase: while a unit is pinned, that unit has -2" M.
Rapid Acquisition
1CP▾- When
- End of your Movement phase.
- Target
- One friendly Sudden Dawn Cadre unit.
- Effect
- Select one objective your unit is controlling. That objective is secured.
Swift Embarkation
1CP▾- When
- End of your opponent's Fight phase.
- Target
- One friendly unengaged Sudden Dawn Cadre Infantry unit that was eligible to fight this phase, is wholly within 6" of a friendly Sudden Dawn Cadre Transport unit, and is eligible to embark within that Transport unit.
- Effect
- Your unit embarks within that Transport unit.
Datasheets
Commander Cloudspear
Ranged weapons▾
Melee weapons▾
Abilities▾
This model has +1 W.
This model's ranged attacks can ignore modifiers to:
- BS.
- .
Enhancements for this unit▾
Unit composition▾
1 Commander Cloudspear model. This model is equipped with: 1 Airbursting Fragmentation Projector; 1 Battlesuit Fists; 1 Plasma Rifle.
Pathfinder Team
Ranged weapons▾
Melee weapons▾
Abilities▾
When an enemy unit selects this unit as a charge target, that charge roll has -2.
This unit's attacks that target its Spotted unit have:
- +1 BS.
- [].
Unit composition▾
1 Pathfinder Shas'ui model; 3 Pathfinder with Pulse Pistol, Rail Rifle and Close Combat Weapon models; 6 Pathfinder with Pulse Carbine, Pulse Pistol and Close Combat Weapon models. The Pathfinder Shas'ui is equipped with: 1 Gun Stocks; 1 Pulse Carbine; 1 Pulse Pistol. Every Pathfinder with Pulse Pistol, Rail Rifle and Close Combat Weapon is equipped with: 1 Gun Stocks; 1 Pulse Pistol; 1 Rail Rifle. Every Pathfinder with Pulse Carbine, Pulse Pistol and Close Combat Weapon is equipped with: 1 Gun Stocks; 1 Pulse Carbine; 1 Pulse Pistol.
Breacher Team
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
This unit's ranged attacks that target a unit within range of an objective can re-roll .
Unit composition▾
1 Sha'sui model; 9 Breacher Team models. Every model is equipped with: 1 Gun Stocks; 1 Pulse Blaster; 1 Pulse Pistol.
Devilfish
Ranged weapons▾
Melee weapons▾
Abilities▾
When a unit embarked within this model makes a disembark move using the rapid disembark/tactical disembark modes, the set-up distance is 6".
This model has a transport capacity of 12 Infantry models. It cannot transport Battlesuit, Kroot or Vespid Stingwings models.
Enhancements for this unit▾
Unit composition▾
1 Devilfish model. This model is equipped with: 1 Accelerator Burst Cannon; 1 Armoured Hull; 1 Twin Pulse Carbine.
Crowe's Sanctifiers
Castellan Crowe leads a strike force of psychic warriors — a Strike Squad holding objectives, a Venerable Dreadnought and Brotherhood Terminator Squad arriving from reserves to deliver the killing blow.
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 (see below) from your army that are on the battlefield (excluding units that are within of one or more enemy units), provided every model in those units has this ability. The maximum number of units you can select depends on the battle size, as follows:
Note: the battle-size table itself is missing from the app — confirmed across two separate screenshots, the text jumps straight from “as follows:” to the next paragraph with no table shown. This looks like an actual bug in the app, not a capture gap. Add the table here if a future app update fixes it. Once you have made your selections, remove those units from the battlefield and place them into .
Detachment Rule — Crowe's Sanctifiers
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Priority Assets.
Strike from the Warp▾
- When a friendly Crowe's Sanctifiers unit ends a , if that unit made an ingress move this turn, you can select one enemy unit engaged with that friendly unit. If you do, that enemy unit makes a roll.
- When playing a Combat Patrol battle, the following friendly units must start the battle in and cannot be set up on the battlefield before the battle round stated. When doing so, they must be set up wholly within your : Brotherhood Terminator Squad — Battle round 2. Venerable Dreadnought — Battle round 3.
Enhancements
Select one of these Enhancements per battle.
Sanctified Auspexes▾
Crowe's Sanctifiers Venerable Dreadnought unit only
Upgrade: this unit's ranged attacks can re-roll one .
Purifying Force▾
Crowe's Sanctifiers Brotherhood Terminator Squad unit only
Upgrade: (Once per battle, per army) When this unit is selected to fight, if it made a this turn, you can use this ability. If you do, this unit's melee attacks have [].
Stratagems
Exigent Assignments
1CP▾- When
- Fight phase, when a friendly Crowe's Sanctifiers unit is selected to make a .
- Target
- That Crowe's Sanctifiers unit.
- Effect
- When making that , your unit can move up to D3+3".
Refusal to Yield
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit targets a friendly Crowe's Sanctifiers Strike Squad unit.
- Target
- That Crowe's Sanctifiers Strike Squad unit.
- Effect
- Ranged attacks that target your unit with a Strength greater than your unit's Toughness have -1 to .
Psi-Reactive Ammunition
1CP▾- When
- Your Shooting phase, when a friendly Crowe's Sanctifiers unit is selected to shoot.
- Target
- That Crowe's Sanctifiers unit.
- Effect
- Your unit's storm bolter weapons have [].
Datasheets
Strike Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
At the start of the step, you can split this unit into two separate units, each containing five models.
Unit composition▾
1 Grey Knight with Incinerator and Ceramite Fists model; 1 Grey Knight with Psycannon and Ceramite Fists model; 1 Justicar model; 7 Grey Knight with Storm Bolter and Nemesis Force Weapon models. The Grey Knight with Incinerator and Ceramite Fists is equipped with: 1 Ceramite Fists; 1 Incinerator. The Grey Knight with Psycannon and Ceramite Fists is equipped with: 1 Ceramite Fists; 1 Psycannon. The Justicar is equipped with: 1 Nemesis Force Weapon; 1 Storm Bolter. Every Grey Knight with Storm Bolter and Nemesis Force Weapon is equipped with: 1 Nemesis Force Weapon; 1 Storm Bolter.
Venerable Dreadnought
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those ranged attacks. If you do, friendly Grey Knights models' ranged attacks that target that enemy unit have +1 to .
Enhancements for this unit▾
Unit composition▾
1 Venerable Dreadnought model. This model is equipped with: 1 Dreadnought Fist; 1 Storm Bolter; 1 Twin Lascannon.
Brotherhood Terminator Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
This unit's melee attacks that target a unit (excluding Monster/Vehicle units) have +1 AP.
Enhancements for this unit▾
Unit composition▾
1 Brotherhood Terminator Justicar model; 1 Brotherhood Terminator with Psycannon and Nemesis Force Weapon model; 3 Brotherhood Terminator with Storm Bolter and Nemesis Force Weapon models. The Brotherhood Terminator Justicar is equipped with: 1 Nemesis Force Weapon; 1 Storm Bolter. The Brotherhood Terminator with Psycannon and Nemesis Force Weapon is equipped with: 1 Nemesis Force Weapon; 1 Psycannon. Every Brotherhood Terminator with Storm Bolter and Nemesis Force Weapon is equipped with: 1 Nemesis Force Weapon; 1 Storm Bolter.
Sanctifiers Castellan Crowe
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit's attacks that target a Character unit can re-roll .
Unit composition▾
1 Castellan Crowe model. This model is equipped with: 1 Black Blade of Antwyr; 1 Purifying Flame; 1 Storm Bolter.
Drayden's Lance
Major Drayden commands a hard-bitten mixed force — a Command Squad directing elite Kasrkin storm troopers and a flank of Attilan Rough Riders.
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 — Drayden's Lance
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Priority Assets.
Experienced Veterans▾
Friendly Drayden's Lance units can re-roll rolls to determine the:
- Attacks characteristic of a weapon.
- Damage characteristic of an attack.
Enhancements
Select one of these Enhancements per battle.
Drayden's Drill▾
Drayden's Lance Kasrkin unit only
Upgrade: this unit's snap shooting attacks hit on unmodified of 4+.
Call Up the Reserves▾
Drayden's Lance Officer model only
(Once per battle, per unit) At the start of any phase, you can use this ability. If you do, select one friendly Drayden's Lance unit. That unit heals D3+2 wounds.
Stratagems
Focus Attacks
1CP▾- When
- Your Command phase.
- Target
- One friendly Drayden's Lance Officer unit.
- Effect
- Select one enemy unit. Friendly Drayden's Lance units' attacks that target that enemy unit have the following until the start of your next turn:
- [].
- [], if they are ranged attacks.
First Wave
1CP▾- When
- End of your Movement phase.
- Target
- One friendly Drayden's Lance unit.
- Effect
- Select one objective your unit is controlling. That objective is secured.
Veteran Skirmishers
1CP▾- When
- Your opponent's Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged Drayden's Lance unit.
- Target
- That Drayden's Lance unit.
- Effect
- Your unit can make a of up to D3+1".
Datasheets
Command Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit has 6+.
This unit's Officer can issue up to 2 Orders to Drayden's Lance units.
At the start of your Shooting phase, you can select one enemy unit within 24" of this unit. That enemy unit has +3" detection range.
This unit has +1 OC.
When this unit's Officer model issues an Order, it can be issued to any eligible unit within 24".
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Major Drayden model; 1 Cadian Veteran Guardsman model; 1 Cadian Veteran Guardsman with Powerfist model; 1 Cadian Veteran Guardsmen with Medi-pack model. The Cadian Veteran Guardsman is equipped with: 1 Gun Stocks; 1 Lasgun. The Cadian Veteran Guardsman with Powerfist is equipped with: 1 Bolt Pistol; 1 Power Fist. The Cadian Veteran Guardsmen with Medi-pack is equipped with: 1 Gun Stocks; 1 Lasgun; Medi-pack. Major Drayden is equipped with: 1 Plasma Pistol – Standard; 1 Power Weapon.
Kasrkin
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of any phase, you can use this ability. If you do, select one Order. That Order affects this unit, in addition to any other Orders issued to this unit, until the start of your next Command phase.
At the start of any phase, you can use this ability. If you do, select one enemy unit within 3" of this model and roll one D6:
- On a 2+: that enemy unit suffers D3 .
- Or: if that enemy unit has Vehicle, that enemy unit suffers 2D3 .
When you target this unit with a stratagem, roll one D6, with +1 to the result if a friendly Officer model is within 6" of this unit:
- On a 5+, you gain 1 CP.
[]. Before selecting targets with either profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Kasrkin Sergeant model; 1 Kasrkin Trooper with Flamer model; 1 Kasrkin Trooper with Grenade Launcher model; 1 Kasrkin Trooper with Hot-shot Marksman Rifle model; 1 Kasrkin Trooper with Hot-shot Volley Gun model; 1 Kasrkin Trooper with Melta Mine model; 1 Kasrkin Trooper with Plasma Gun model; 3 Kasrkin Trooper models. The Kasrkin Sergeant is equipped with: 1 Chainsword; 1 Plasma Pistol – Standard. The Kasrkin Trooper with Flamer is equipped with: 1 Flamer; 1 Gun Stocks. The Kasrkin Trooper with Grenade Launcher is equipped with: 1 Grenade Launcher – Frag; 1 Gun Stocks. The Kasrkin Trooper with Hot-shot Marksman Rifle is equipped with: 1 Gun Stocks; 1 Hot-shot Marksman Rifle. The Kasrkin Trooper with Hot-shot Volley Gun is equipped with: 1 Gun Stocks; 1 Hot-shot Volley Gun. The Kasrkin Trooper with Melta Mine is equipped with: 1 Gun Stocks; 1 Hot-shot laspistol; Melta Mine (Once per battle, per unit). The Kasrkin Trooper with Plasma Gun is equipped with: 1 Gun Stocks; 1 Plasma Gun – Standard. Every Kasrkin Trooper is equipped with: 1 Gun Stocks; 1 Hot-shot Lasgun.
Attilan Rough Riders
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit makes a fall-back move, that move does not prevent this unit from being eligible to shoot/declare a charge.
[]. Before selecting targets with this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Rough Rider Sergeant model; 1 Rough Rider with Goad Lance model; 3 Rough Rider with Hunting Lance models. The Rough Rider Sergeant is equipped with: 1 Hunting Lance – Frag Tip; 1 Lasgun; 1 Laspistol; 1 Power Sabre; 1 Steed's Hooves. The Rough Rider with Goad Lance is equipped with: 1 Goad Lance; 1 Laspistol; 1 Steed's Hooves. Every Rough Rider with Hunting Lance is equipped with: 1 Hunting Lance – Frag Tip; 1 Lasgun; 1 Laspistol; 1 Steed's Hooves.
Sanctuary Guardians
The Sanctuary Guardians stand watch with unwavering faith — Canoness Adalya leading Celestian Sacresants, a Battle Sisters Squad, and a band of Arco-Flagellants into the fires of battle.
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
Example: Instead of rolling 2D6 for a test, you could use one dice from your Miracle dice pool. If the value of that dice was 4, the test would be determined by rolling one D6 and adding 4 to it (i.e. D6+4).
Detachment Rule — Sanctuary Guardians
- 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.
Blessed Believers▾
- Melee attacks that target friendly Sanctuary Guardians units have -1 to .
- When playing a Combat Patrol battle, in your Command phase, you can discard 1 Miracle dice. If you do, you gain 1 CP.
Enhancements
Select one of these Enhancements per battle.
Righteous Fervour▾
Sanctuary Guardians Canoness model only
- This model's melee attacks have +1 D.
- This unit's melee attacks have +1 to .
Divine Miracle▾
Sanctuary Guardians Battle Sisters Squad unit only
Upgrade: (Once per battle, per unit) At the start of any phase, you can use this ability. If you do, this unit heals D3+2 wounds.
Stratagems
Take Cover
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, when an enemy unit targets a friendly Sanctuary Guardians unit (excluding Arco-Flagellants units) within a terrain area.
- Target
- That Sanctuary Guardians unit.
- Effect
- Your unit has +1 Sv.
Fervent Devotion
1CP▾- When
- Your Movement phase, when a friendly Sanctuary Guardians unit is selected to make an /fall-back move.
- Target
- That Sanctuary Guardians unit.
- Effect
- That move does not prevent your unit from being eligible to shoot/declare a charge.
Fires of Damnation
1CP▾- When
- Your Shooting phase or the Fight phase, when a friendly Sanctuary Guardians unit is selected to attack.
- Target
- That Sanctuary Guardians unit.
- Effect
- Your unit's Torrent weapons have 6 A.
- Your unit's attacks have +1 AP.
Datasheets
Canoness Adalya
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit has 4+ against and Psychic attacks.
When a friendly Sanctuary Guardians unit is selected to attack, you can use this ability. If you do, that unit's attacks can re-roll .
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: SANCTUARY GUARDIANS BATTLE SISTERS SQUAD; SANCTUARY GUARDIANS CELESTIAN SACRESANTS.
Unit composition▾
1 Canoness Adalya model. This model is equipped with: 1 Condemnor Boltgun; 1 Hallowed Chainsword; Null Rod.
Celestian Sacresants
Ranged weapons▾
Melee weapons▾
Abilities▾
When an enemy unit targets this unit, if this unit has Adepta Sororitas Character, attacks that target this unit have -1 to .
Unit composition▾
1 Sacresant Superior model; 4 Celestian Sacresants models. Every model is equipped with: 1 Bolt Pistol; 1 Hallowed Mace.
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▾
10 Arco-Flagellants models. Every model is equipped with: 1 Arco-flails.
Battle Sisters Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
When this unit has performed an Act of Faith, you can use this ability. If you do, 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 Ministorum Flamer model; 1 Battle Sister with Ministorum Heavy Flamer model; 6 Battle Sister models. The Battle Sister with Ministorum Flamer is equipped with: 1 Bolt Pistol; 1 Ministorum Flamer; 1 Stocks and Fists. The Battle Sister with Ministorum Heavy Flamer is equipped with: 1 Bolt Pistol; 1 Ministorum Heavy Flamer; 1 Stocks and Fists. The Battle Sister with Simulacrum Imperialis is equipped with: 1 Boltgun; 1 Bolt Pistol; Simulacrum Imperialis; 1 Stocks and Fists. The Sister Superior is equipped with: 1 Bolt Pistol; 1 Combi-weapon; 1 Power Weapon; 1 Stocks and Fists. Every Battle Sister is equipped with: 1 Boltgun; 1 Bolt Pistol; 1 Stocks and Fists.
The Vengeful Brethren
Master Zacharial leads a disciplined strike force of the Unforgiven — an Intercessor Squad holding objectives, Hellblasters bringing heavy firepower, and a Bladeguard Veteran Squad ready to punish anything that gets close.
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 .
The Deathwing▾
The following Adeptus Astartes units gain the Deathwing keyword if they are drawn from the Dark Angels Chapter:
- Terminator units.
- Bladeguard Ancient, Bladeguard Veteran Squad, Sternguard Veteran Squad and Vanguard Veteran Squad with Jump Packs units.
- Land Raider, Land Raider Crusader, Land Raider Redeemer, Repulsor and Repulsor Executioner units.
- Dreadnought units.
The Ravenwing▾
The following Adeptus Astartes units gain the Ravenwing keyword if they are drawn from the Dark Angels Chapter:
- Mounted units.
- Vehicle units that can Fly.
The Unforgiven▾
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, Asmodai has both the Adeptus Astartes and Dark Angels Faction keywords, and is therefore from the Dark Angels Chapter. You cannot include units from more than one Chapter in your army.
Designer's Note: The rules presented in this section assume that the Adeptus Astartes units in your army are from the Dark Angels Chapter, but they can also be used to represent any Dark Angels successor Chapter. Players who wish to faithfully recreate the Dark Angels Chapter itself should only include Dark Angels Epic Heroes if their collection is intended to represent the First Founding Chapter — Ezekiel, for example, is the Chief Librarian of the Dark Angels and not of any of their successors.
Detachment Rule — The Vengeful Brethren
- 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.
Honoured Knights▾
When an enemy unit ends a , friendly Vengeful Brethren units engaged with that enemy unit are in defence stance until the end of the turn:
- While a unit is in defence stance, attacks that target that unit with a Strength greater than that unit's Toughness have -1 to .
Enhancements
Select one of these Enhancements per battle.
Supreme Combatant▾
Vengeful Brethren Gravis Captain model only
When this unit is selected to attack, this unit's attacks have:
- [].
- Or: [].
Dutiful Defenders▾
Vengeful Brethren Bladeguard Veteran Squad unit only
Upgrade: (Once per battle round, per army) When you target this unit with the Heroic Intervention stratagem, that use is -1 CP.
Stratagems
For the Lion
1CP▾- When
- Command phase.
- Target
- One friendly Vengeful Brethren unit.
- Effect
- Your unit has +1 OC until the end of the turn.
Mission Focus
1CP▾- When
- Your Shooting phase or the Fight phase, when a friendly Vengeful Brethren unit within range of an objective is selected to attack.
- Target
- That Vengeful Brethren unit.
- Effect
- Your unit's attacks have +1 to .
Determined to the Last
1CP▾- When
- Fight phase, when an enemy unit targets a friendly Vengeful Brethren Bladeguard Veteran Squad unit.
- Target
- That Vengeful Brethren Bladeguard Veteran Squad unit.
- Effect
- When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6: on a 2+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
Datasheets
Master Zacharial
Ranged weapons▾
Melee weapons▾
Abilities▾
Attacks that target this unit have -1 D.
Unit composition▾
1 Master Zacharial model. This model is equipped with: 1 Boltstorm Gauntlet; 1 Power Fist; 1 Relic Chainsword.
Vengeful Brethren Bladeguard Veteran Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In the Fight phase, when this unit is selected to fight or when an enemy unit targets this unit, you can select one of the following:
- This unit's melee attacks can re-roll of 1.
- Or: this unit can re-roll saving rolls of 1.
Unit composition▾
1 Bladeguard Veteran Sergeant model; 2 Bladeguard Veteran models. Every model is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.
Vengeful Brethren Hellblaster Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit makes a roll.
[] [] []. Before selecting targets with either Plasma Incinerator profile, select one to make attacks with.
Unit composition▾
1 Hellblaster Sergeant model; 4 Hellblaster models. Every model is equipped with: 1 Bolt Pistol; 1 Knives and Fists; 1 Plasma Incinerator – Standard.
Vengeful Brethren Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
Unit composition▾
1 Intercessor Sergeant model; 9 Intercessor models. Every model is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Knives and Fists.
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 shown below.
Note: the battle-size table itself did not appear in the captured screenshot — the text jumps straight from “as shown below” to the next paragraph. Consistent with the same gap confirmed elsewhere in the app (e.g. Grey Knights' Gate of Infinity), this looks like an app bug rather than a capture gap. Add the table here if a future app update fixes it. 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▾
When this unit is selected to fight, you can use this ability. If you do, this model's melee attacks have +3 A and S.
If this is an Attached unit, this unit's melee attacks have [].
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: INQUISITOR'S HAND INQUISITORIAL AGENTS.
Unit composition▾
1 Preacher Teguen model. This model is equipped with: 1 Zealot's Vindictor.
Vigilant Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the start of the Command phase, you can use this ability. If you do, select one objective within 6" of this model that has not been selected for this ability this turn. Enemy units (excluding Monster/Vehicle units) within range of that objective must make a roll.
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 Gun Stocks model; 1 Vigilant with Shotpistol, Webber and Gun Stocks model; 6 Vigilant with Combat Shotgun, Shotpistol and Gun Stocks models. The Cyber-Mastiff is equipped with: 1 Mechanical Bite. The Proctor-Vigilant is equipped with: 1 Combat Shotgun; 1 Gun Stocks; Nuncio-Aquila; 1 Shotpistol. The Vigilant with Grenade Launcher, Shotpistol and Gun Stocks is equipped with: 1 Grenade Launcher – Frag; 1 Gun Stocks; 1 Shotpistol. The Vigilant with Shotpistol, Webber and Gun Stocks is equipped with: 1 Gun Stocks; 1 Shotpistol; 1 Webber. Every Vigilant with Combat Shotgun, Shotpistol and Gun Stocks is equipped with: 1 Combat Shotgun; 1 Gun Stocks; 1 Shotpistol.
Eversor Assassin
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit is selected to attack, you can use this ability. If you do, this unit's melee attacks have -4 AP.
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▾
At the start of any phase, you can select one friendly Agents of the Imperium unit within 6" of this unit or one enemy within 6" of this unit. If you select a friendly unit, that unit is no longer battle-shocked. If you select an enemy unit, that unit must make a battle-shock roll.
When an enemy unit targets this unit, if this unit is within range of an objective, attacks that target this unit have -1 to .
[] []. 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's Firearm, Agent's Implement and Mystic Stave model; 1 Inquisitorial Agent with Agent's Firearm, Plasma Pistol and Agent's Implement model; 3 Inquisitorial Agent with Agent's Firearm and Agent's Implement models. The Gun Servitor is equipped with: 1 Agent's Implement; 1 Heavy Bolter. The Inquisitorial Agent with Agent's Firearm, Agent's Implement and Mystic Stave is equipped with: 1 Agent's Firearm; 1 Agent's Implement; 1 Mystic Stave; Tome Skull. The Inquisitorial Agent with Agent's Firearm, Plasma Pistol and Agent's Implement is equipped with: 1 Agent's Firearm; 1 Agent's Implement; 1 Plasma Pistol – Standard. Every Inquisitorial Agent with Agent's Firearm and Agent's Implement is equipped with: 1 Agent's Firearm; 1 Agent's Implement.
Vow-Sworn of Vedrenn
Emperor's Champion Vedrenn leads a vow-bound strike force — Sword Brethren, Bladeguard Veterans, and a Crusader Squad sworn to close with the enemy and end the fight in melee.
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.
- This unit's melee attacks that target a Psyker unit have [].
- When this unit declares a charge, if an enemy Psyker unit is within 12" of this unit, you can use this part of this ability. If you do: this unit can re-roll that charge roll, and this unit must end that engaged with one or more of those enemy 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 — Vow-Sworn of Vedrenn
- 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.
Close-Range Destruction▾
- Friendly Vow-Sworn of Vedrenn units' attacks that target a unit within 12" can ignore modifiers to: BS, WS, and .
- When playing a Combat Patrol battle, the following friendly unit must start the battle in and cannot be set up on the battlefield before the battle round stated. When doing so, it must be set up wholly within your : Emperor's Champion — Battle round 2.
Enhancements
Select one of these Enhancements per battle.
Divine Protection▾
Vow-Sworn Sword Brethren unit only
Upgrade: (Once per battle, per unit) When an enemy unit targets this unit, you can use this ability. If you do, this unit has a 4+ .
Divine Endurance▾
Vow-Sworn of Vedrenn Emperor's Champion model only
At the start of your Movement phase, you can select one friendly Vow-Sworn of Vedrenn unit visible to and within 12" of this model. If you do, when that unit is selected to make an /fall-back move this turn:
- If that unit uses the desperate escape mode, it passes any hazard rolls.
- That move does not prevent that unit from being eligible to start an action.
Stratagems
Come to Their Aid
1CP▾- When
- Your Charge phase, when a friendly Vow-Sworn of Vedrenn unit has made a charge roll.
- Target
- That Vow-Sworn of Vedrenn unit.
- Effect
- Add 2 to the charge roll.
- When selecting charge targets, your unit can only select enemy units engaged with friendly Vow-Sworn of Vedrenn units.
Heavy Strikes
1CP▾- When
- Fight phase, when a friendly Vow-Sworn Sword Brethren Squad/Bladeguard Veteran Squad unit is selected to fight.
- Target
- That unit.
- Effect
- Your unit's melee attacks that target a Monster/Vehicle unit have +1 D.
Blessed Aura
1CP▾- When
- Your Command phase, when a friendly Vow-Sworn of Vedrenn unit passes a roll.
- Target
- That Vow-Sworn of Vedrenn unit.
- Effect
- Melee attacks that target your unit have -1 to until the start of your next turn.
Datasheets
Emperor's Champion Vedrenn
Ranged weapons▾
Melee weapons▾
Abilities▾
Melee attacks that target this unit have [].
[] []. Before selecting targets with either Black Sword profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Emperor's Champion Vedrenn model. This model is equipped with: 1 Black Sword – Strike; 1 Bolt Pistol.
Vow-Sworn Sword Brethren
Ranged weapons▾
Melee weapons▾
Abilities▾
When an enemy unit engaged with this unit is selected to make a fall-back move, after that enemy unit ends that fall-back move, if this unit is unengaged, this unit can make a .
[]. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
[] [] []. Before selecting targets with this weapon, select one of its profiles to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Sword Brother Castellan model; 1 Sword Brother with Heavy Bolt Pistol and Chainsword model; 1 Sword Brother with Plasma Pistol and Master-crafted Power Weapon model; 1 Sword Brother with Pyre Pistol and Master-crafted Power Weapon model; 1 Sword Brother with Twin Lightning Claws model. The Sword Brother Castellan is equipped with: 1 Combi-Weapon; 1 Master-Crafted Power Weapon. The Sword Brother with Heavy Bolt Pistol and Chainsword is equipped with: 1 Chainsword; 1 Heavy Bolt Pistol. The Sword Brother with Plasma Pistol and Master-crafted Power Weapon is equipped with: 1 Master-Crafted Power Weapon; 1 Plasma Pistol – Standard. The Sword Brother with Pyre Pistol and Master-crafted Power Weapon is equipped with: 1 Master-Crafted Power Weapon; 1 Pyre Pistol. The Sword Brother with Twin Lightning Claws is equipped with: 1 Twin Lightning Claws.
Vow-Sworn Crusader Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In your opponent's Shooting phase, when an enemy unit has shot, if those attacks destroyed a model in this unit and this unit is unengaged, this unit can make a surge move of up to D6+2".
Unit composition▾
1 Initiate with Pyreblaster, Bolt Pistol and Knives and Fists model; 1 Sword Brother model; 2 Initiate with Bolt Pistol, Bolt Rifle and Knives and Fists models; 2 Initiate with Heavy Bolt Pistol and Chainsword models; 2 Neophyte with Bolt Pistol and Chainsword models; 2 Neophyte with Neophyte Firearm and Knives and Fists models. The Initiate with Pyreblaster, Bolt Pistol and Knives and Fists is equipped with: 1 Bolt Pistol; 1 Knives and Fists; 1 Pyreblaster. The Sword Brother is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon. Every Initiate with Bolt Pistol, Bolt Rifle and Knives and Fists is equipped with: 1 Bolt Pistol; 1 Bolt Rifle; 1 Knives and Fists. Every Initiate with Heavy Bolt Pistol and Chainsword is equipped with: 1 Chainsword; 1 Heavy Bolt Pistol. Every Neophyte with Bolt Pistol and Chainsword is equipped with: 1 Bolt Pistol; 1 Chainsword. Every Neophyte with Neophyte Firearm and Knives and Fists is equipped with: 1 Knives and Fists; 1 Neophyte Firearm.
Note: this unit's Keywords line was never captured in the screenshots — base sizes are 28.5mm / 32mm / 40mm across the mixed Initiate/Neophyte/Sword Brother models. Add the Keywords line here if you get that screen.
Vow-Sworn Bladeguard Veteran Squad
Ranged weapons▾
Melee weapons▾
Abilities▾
In the Fight phase, when this unit is selected to fight or when an enemy unit targets this unit, you can select one of the following:
- This unit's melee attacks can re-roll of 1.
- Or: this unit can re-roll saving rolls of 1.
Unit composition▾
1 Bladeguard Veteran Sergeant model; 2 Bladeguard Veteran models. The Bladeguard Veteran Sergeant is equipped with: 1 Master-crafted Power Weapon; 1 Neo-Volkite Pistol. Every Bladeguard Veteran is equipped with: 1 Heavy Bolt Pistol; 1 Master-crafted Power Weapon.
Tristraen's Gilded Blades
Tristraen leads a small but devastating shield-host of the Adeptus Custodes — Custodian Guard holding the line, Custodian Wardens and Allarus Custodians arriving from reserves to deliver the killing blow.
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 — Tristraen's Gilded 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.
Fearless and Unrelenting▾
- (Once per turn, per army) One friendly Tristraen's Gilded Blades unit can re-roll a roll.
- When playing a Combat Patrol battle, the following friendly units must start the battle in and cannot be set up on the battlefield before the battle round stated. When doing so, they must be set up wholly within your :
- Gilded Blades Custodian Wardens: Battle round 2.
- Gilded Blades Allarus Custodians: Battle round 3.
Enhancements
Select one of these Enhancements per battle.
Comrades in Wrath▾
Gilded Blades Allarus Custodians unit only
Upgrade: this unit has +1 to charge rolls.
Shattering Charge▾
Tristraen's Gilded Blades Blade Champion model only
When this unit ends a , you can select one enemy unit engaged with this unit. If you do, that enemy unit makes a roll, with -1 to that battle-shock roll.
Stratagems
Gilded Spear
1CP▾- When
- Fight phase, when a friendly Tristraen's Gilded Blades unit is selected to make a .
- Target
- That Tristraen's Gilded Blades unit.
- Effect
- When making that , your unit can move up to D3+3".
Inevitable Wrath
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit has shot.
- Target
- One friendly unengaged Tristraen's Gilded Blades Blade Champion unit that lost a wound as a result of those attacks.
- Effect
- Your unit can make a surge move of up to D6+1".
Never Outmatched
1CP▾- When
- Fight phase, when a friendly Tristraen's Gilded Blades unit that is below is selected to fight.
- Target
- That Tristraen's Gilded Blades unit.
- Effect
- Your unit's melee attacks have +1 A.
Datasheets
Tristraen of the Gilded Blades
Melee weapons▾
Abilities▾
This unit can re-roll rolls.
[]. Before selecting targets with this weapon, select one of its profiles to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Tristraen model. This model is equipped with: 1 Vaultswords – Behemor.
Gilded Blades Custodian Guard
BattlelineMelee weapons▾
Abilities▾
In your Shooting phase, when this unit has shot, you can use this ability. If you do, this unit can shoot again.
This unit's melee attacks:
- Can re-roll of 1.
- Or: that target a unit within range of an objective can re-roll .
Add 1 to the bearer's Wounds characteristic (included in profile).
Unit composition▾
3 Custodian Guard models. Every model is equipped with: Praesidium Shield; 1 Sentinel Blade.
Gilded Blades Custodian Wardens
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit has 4+ against .
Unit composition▾
1 Custodian Warden with Castellan Axe model; 2 Custodian Warden with Guardian Spear models. The Custodian Warden with Castellan Axe is equipped with: 1 Castellan Axe. Every Custodian Warden with Guardian Spear is equipped with: 1 Guardian Spear.
Gilded Blades Allarus Custodians
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit's attacks that target a Character/Monster/Vehicle unit can re-roll .
At the end of your opponent's turn, if this unit is unengaged, you can use this ability. If you do, place this unit in .
Enhancements for this unit▾
Unit composition▾
2 Allarus Custodian models. Every model is equipped with: 1 Balistus Grenade Launcher; 1 Guardian Spear. (Note: the app's Unit Composition listing showed this unit twice, as “2 Allarus Custodian” and “2 Allarus Custodians” — treated here as one entry of 2 models; confirm box contents if your count differs.)
Sanguinary Spearhead
Captain Raldeo drives a fast, aggressive strike force — an Assault Intercessor Squad built for the charge, backed by jump-capable Sanguinary Guard.
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 .
The Sons of Sanguinius▾
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, Lemartes has both the Adeptus Astartes and Blood Angels Faction keywords, and is therefore from the Blood Angels Chapter. You cannot include units from more than one Chapter in your army.
Designer's Note: The rules presented in this section assume that the Adeptus Astartes units in your army are from the Blood Angels Chapter, but they can also be used to represent any Blood Angels successor Chapter. Players who wish to faithfully recreate the Blood Angels Chapter itself should only include Blood Angels Epic Heroes if their collection is intended to represent the First Founding Chapter — Mephiston, for example, is the Chief Librarian of the Blood Angels and not of any of their successors.
Detachment Rule — Sanguinary Spearhead
- 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.
Rapid Manoeuvres▾
Friendly Sanguinary Spearhead units can re-roll rolls.
Enhancements
Select one of these Enhancements per battle.
Masterful Fighter▾
Sanguinary Spearhead Captain model only
This model's melee attacks have:
- +2 S.
- +1 AP.
Overwhelming Charge▾
Sanguinary Spearhead Assault Intercessor Squad unit only
Upgrade: when this unit is selected to make a , this unit can move up to D3+3".
Stratagems
Angelic Terror
1CP▾- When
- Your Command phase.
- Target
- One friendly Sanguinary Spearhead Sanguinary Guard unit.
- Effect
- Select one enemy unit within 3" of your unit. That enemy unit makes a roll, with -1 to that battle-shock roll.
Dauntless Bravery
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, when an enemy unit targets a friendly Sanguinary Spearhead unit that is within 3" of the centre of the battlefield.
- Target
- That Sanguinary Spearhead unit.
- Effect
- Attacks that target your unit with a Strength greater than your unit's Toughness have -1 to .
Show No Mercy
2CP▾- When
- Your opponent's Movement phase, when a unit is selected to make a fall-back move, if that unit is engaged with a friendly Sanguinary Spearhead unit.
- Target
- That Sanguinary Spearhead unit.
- Effect
- When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is .
Datasheets
Captain Raldeo
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit's melee attacks:
- Can re-roll of 1.
- Or: that target a unit within range of an objective can re-roll .
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: SANGUINARY SPEARHEAD ASSAULT INTERCESSOR SQUAD.
Unit composition▾
1 Captain Raldeo model. This model is equipped with: 1 Inferno Pistol; 1 Master-crafted Chainsword.
Assault Intercessor Squad
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
This unit's melee attacks:
- Can re-roll of 1.
- Or: that target a unit within range of an objective can re-roll .
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Assault Intercessor Sergeant model; 9 Assault Intercessor models. The Assault Intercessor Sergeant is equipped with: 1 Chainsword; 1 Plasma Pistol – Standard. Every Assault Intercessor is equipped with: 1 Chainsword; 1 Heavy Bolt Pistol.
Sanguinary Guard
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit is engaged, this unit has +2 OC.
Unit composition▾
1 Sanguinary Guard with Encarmine Blade model; 2 Sanguinary Guard with Encarmine Spear models. The Sanguinary Guard with Encarmine Blade is equipped with: 1 Angelus Boltgun; 1 Encarmine Blade. Every Sanguinary Guard with Encarmine Spear is equipped with: 1 Angelus Boltgun; 1 Encarmine Spear.
Purge Corps Deltic-9
Purge Corps Deltic-9 brings the speed and firepower of the Skitarii to bear — a Tech-Priest Manipulus directing Skitarii Vanguard, Serberys Sulphurhounds, and jump-capable Pteraxii Sterylizors.
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 — Purge Corps Deltic-9
- 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.
Imperative Overload▾
At the start of the battle round, you can select one friendly Purge Corps Deltic-9 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.
Miniaturised Autosimulacra▾
Purge Corps Deltic-9 Tech-Priest Manipulus model only
(Once per battle, per unit) At the start of any phase, you can use this ability. If you do, select one friendly Purge Corps Deltic-9 unit. That unit heals D3+2 wounds.
Empowered Mechanisms▾
Purge Corps Serberys Sulphurhounds unit only
Upgrade:
- This unit's ranged attacks have [].
- This unit can re-roll rolls to determine the Attacks characteristic of a weapon.
Stratagems
Lockdown Protocols
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, when an enemy unit targets a friendly Purge Corps Deltic-9 unit that is within range of an objective.
- Target
- That Purge Corps Deltic-9 unit.
- Effect
- Attacks that target your unit have -1 to .
Preservation Imperatives
1CP▾- When
- Your Shooting phase, when a friendly unengaged Purge Corps Deltic-9 unit has shot.
- Target
- That Purge Corps Deltic-9 unit.
- Effect
- Your unit can make a of up to D3+1".
- Your unit is not eligible to declare a charge until the end of the turn.
Optimised Targeting
1CP▾- When
- Your Shooting phase, when a friendly Purge Corps Deltic-9 unit is selected to shoot.
- Target
- That Purge Corps Deltic-9 unit.
- Effect
- Your unit's ranged attacks can re-roll of 1.
Datasheets
Manipulus Skand
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of a phase, you can use this ability. If you do, this unit has a 4+ until the end of the phase.
When a friendly Purge Corps Deltic-9 unit visible to or within 12" of this model is selected to attack, you can use this ability. If you do, that unit's attacks can re-roll .
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: PURGE CORPS SKITARII VANGUARD.
Unit composition▾
1 Manipulus Skand model. This model is equipped with: 1 Omnissian Staff; 1 Transonic Cannon.
Purge Corps Serberys Sulphurhounds
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 charge rolls.
Enhancements for this unit▾
Unit composition▾
1 Serberys Sulphurhound model; 1 Serberys Sulphurhound Alpha model; 1 Serberys Sulphurhound with Phosphor Pistols model. The Serberys Sulphurhound is equipped with: 1 Clawed Limbs; 1 Phosphor Blast Carbine; 1 Phosphor Pistol; 1 Sulphur breath. The Serberys Sulphurhound Alpha is equipped with: 1 Cavalry Arc Maul; 1 Clawed Limbs; 1 Mechanicus Pistol; 1 Sulphur breath. The Serberys Sulphurhound with Phosphor Pistols is equipped with: 1 Clawed Limbs; 2 Phosphor Pistol; 1 Sulphur breath.
Purge Corps Pteraxii Sterylizors
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit's phosphor torch attacks that target a unit within range of an objective:
- Can re-roll of 1.
- Or: if this unit is within 6" of a friendly Adeptus Mechanicus Battleline unit, can re-roll .
Unit composition▾
1 Pteraxii Sterylizor Alpha model; 4 Pteraxii Sterylizor models. The Pteraxii Sterylizor Alpha is equipped with: 1 Flechette Blaster; 1 Taser Goad. Every Pteraxii Sterylizor is equipped with: 1 Phosphor Torch; 1 Talons.
Purge Corps Skitarii Vanguard
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
This unit's ranged attacks have [].
While an enemy unit (excluding VEHICLE units) is within 3" of this unit, that enemy unit has -1 OC.
[]. Before selecting targets with either Plasma Caliver profile, select one to make attacks with.
Unit composition▾
1 Skitarii Vanguard Alpha model; 1 Skitarii Vanguard with Arc Rifle model; 1 Skitarii Vanguard with Plasma Caliver model; 7 Skitarii Vanguard models. The Skitarii Vanguard Alpha is equipped with: 1 Alpha's Combat Artefact; 1 Mechanicus Pistol. The Skitarii Vanguard with Arc Rifle is equipped with: 1 Arc Rifle; 1 Gun Stocks. The Skitarii Vanguard with Plasma Caliver is equipped with: 1 Gun Stocks; 1 Plasma Caliver – Standard. Every Skitarii Vanguard is equipped with: 1 Gun Stocks; 1 Radium Carbine.
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.
Designer's Note: The rules presented in this section assume that the Adeptus Astartes units in your army are from the Space Wolves Chapter, but they can also be used to represent any Space Wolves successor Chapter. However, players who wish to faithfully recreate the Space Wolves Chapter itself should only include Space Wolves Epic Heroes if their collection is intended to represent the First Founding Chapter — Logan Grimnar, for example, is the Great Wolf of the Space Wolves and not of any of their successors.
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.
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 .
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 Greataxe. 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 Feral Claws and Stormfrag Auto-launcher models; 3 Wulfen with Feral Claws models. Every Wulfen with Feral Claws and Stormfrag Auto-launcher is equipped with: Death Totem; 1 Feral Claws; 1 Stormfrag Auto-launcher. Every Wulfen with Feral Claws is equipped with: Death Totem; 1 Feral Claws.
Zarkan's Daemonkin
Aranis Zarkan, a Master of Possession, leads a warband bound by dark pacts — Legionaries and a Cultist Mob holding the line while warp-twisted Possessed tear into the enemy.
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 — Zarkan's Daemonkin
- Detachment Points: to use this detachment you must spend 1 DP.
- Force Disposition: This detachment has access to the following Force Disposition: Disruption.
Abject Fear▾
Friendly Zarkan's Daemonkin units have the following ability: Terrifying Presence (Aura): While an enemy unit is within 3" of this unit, that enemy unit has -1 Ld.
Enhancements
Select one of these Enhancements per battle.
Prey on the Weak▾
Zarkan's Daemonkin Possessed unit only
Upgrade: this unit has 6".
Infernal Infusion▾
Zarkan's Daemonkin Master of Possession model only
This unit's attacks have +1 S.
Stratagems
Vindictive Strategy
1CP▾- When
- Your Shooting phase or the Fight phase, when a friendly Zarkan's Daemonkin Legionaries unit is selected to attack.
- Target
- That Zarkan's Daemonkin Legionaries unit.
- Effect
- Your unit's attacks can:
- Re-roll of 1.
- Re-roll of 1.
Daemonic Frenzy
1CP▾- When
- Your opponent's Movement phase, when an enemy unit is selected to make a fall-back move, if that unit is engaged with a friendly Zarkan's Daemonkin Possessed unit.
- Target
- That Zarkan's Daemonkin Possessed unit.
- Effect
- When an enemy unit engaged with your unit is selected to make a fall-back move, that enemy unit must use the desperate escape mode, with -1 to those hazard rolls if that enemy unit is .
Alert to Danger
1CP▾- When
- Your opponent's Movement phase, when an enemy unit ends a move within 8" of a friendly unengaged Zarkan's Daemonkin Cultist Mob unit.
- Target
- That Zarkan's Daemonkin Cultist Mob unit.
- Effect
- Your unit can make a of up to D3+1".
Datasheets
Aranis Zarkan
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit is selected to attack, you can use this ability. If you do:
- This unit suffers 1 .
- This unit's Psychic attacks have +1 to and +1 to .
While this unit has a Bodyguard model, this unit has +1 to rolls and charge rolls.
[] [] [] []. Before selecting targets with either Rite of Possession profile, select one to make attacks with.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: ZARKAN'S DAEMONKIN LEGIONARIES; ZARKAN'S DAEMONKIN POSSESSED.
Unit composition▾
1 Aranis Zarkan model. This model is equipped with: 1 Bolt Pistol; 1 Rite of Possession – Witchfire; 1 Staff of Possession.
Legionaries
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the start of the step, you can split this unit into two separate units, each containing five models.
When this unit makes a Dark Pact, this unit can re-roll the leadership test.
This unit's melee attacks:
- Can re-roll of 1.
- Or: that target a unit within range of an objective can re-roll .
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Aspiring Champion model; 1 Legionary with Heavy Bolter model; 1 Legionary with Meltagun model; 7 Legionary models. The Aspiring Champion is equipped with: 1 Accursed Weapon; 1 Plasma Pistol – Standard. The Legionary with Heavy Bolter is equipped with: 1 Bolt Pistol; 1 Fists and Knives; 1 Heavy Bolter. The Legionary with Meltagun is equipped with: 1 Bolt Pistol; 1 Fists and Knives; 1 Meltagun. Every Legionary is equipped with: 1 Boltgun; 1 Bolt Pistol; 1 Fists and Knives.
Possessed
Melee weapons▾
Abilities▾
When this unit makes a Dark Pact, this unit can re-roll the leadership roll.
When this unit makes a Dark Pact, you can use this ability. If you do, this unit's attacks have [].
Enhancements for this unit▾
Unit composition▾
1 Possessed Champion model; 4 Possessed models. Every model is equipped with: 1 Hideous Mutations.
Cultist Mob
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
Unit composition▾
1 Cultist Champion model; 9 Chaos Cultist models. The Cultist Champion is equipped with: 1 Blades and Cudgels; 1 Bolt Pistol. Every Chaos Cultist is equipped with: 1 Autopistol; 1 Blades and Cudgels.
Frenzied Reavers
Vorrakh, Lord of the Frenzied Reavers, leads a blood-soaked warband — Jakhals and Khorne Berzerkers charging headlong into the enemy while the Master of Executions seeks out worthy skulls.
Army Rules
Blessings of Khorne▾
If your Army Faction is World Eaters, 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 (see below). 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.
Example: Ash makes a Blessings of Khorne roll, getting the following: 1, 2, 2, 2, 3, 4, 6, 6. First they use the two 6s to activate Warp Blades (which requires a double 5+), leaving the following dice: 1, 2, 2, 2, 3, 4. They then use the two 2s to activate Unbridled Bloodlust. Now that two Blessings of Khorne have been activated, no more can be activated and the remaining dice are discarded.
This unit has +1 to charge rolls.
Each time a model in this unit makes a Pile-in or , it can move up to 6" instead of up to 3".
Each time a model in this unit is destroyed by a melee attack, if it 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.
Melee weapons equipped by models in this unit have the [] ability.
Melee weapons equipped by models in this unit have the [] ability.
Each time a model in this unit makes a melee attack that targets an Infantry unit, that attack has the [] ability.
Detachment Rule — Frenzied Reavers
- 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.
Berzerker Charge▾
- When a friendly Frenzied Reavers unit is selected to fight, if that unit made a this turn, its melee attacks have +1 S.
- When playing a Combat Patrol battle, the following friendly unit must start the battle in and cannot be set up on the battlefield before the battle round stated. When doing so, it must be set up wholly within your : Daemon Prince — Battle round 2.
Enhancements
Select one of these Enhancements per battle.
Bane of the Craven▾
Frenzied Reavers Master of Executions model only
When an enemy unit 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.
Fearsome Presence▾
Frenzied Reavers Daemon Prince model only
This model has OC 5.
Stratagems
Horrifying Butchery
1CP▾- When
- Start of the Fight phase.
- Target
- One friendly engaged Frenzied Reavers Khorne Berzerkers unit.
- Effect
- Select one enemy unit engaged with your unit. That enemy unit makes a roll, with -1 to that battle-shock roll.
Berserk Resilience
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit targets a friendly Frenzied Reavers Infantry unit.
- Target
- That Frenzied Reavers Infantry unit.
- Effect
- Ranged attacks that target your unit with a Strength greater than your unit's Toughness have -1 to .
Rabid Response
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit has shot, if that unit targeted a friendly unengaged Frenzied Reavers Jakhals unit.
- Target
- That Frenzied Reavers Jakhals unit.
- Effect
- Your unit can make a of up to D6".
Datasheets
Vorrakh, Lord of the Frenzied Reavers
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model is within 3" of a friendly Frenzied Reavers Infantry unit, that unit has .
When a friendly Frenzied Reavers unit within 12" of this model is targeted with a stratagem, you can use this ability. If you do, that use is -1 CP.
If this unit made a this turn, this unit's melee attacks have [].
Enhancements for this unit▾
Unit composition▾
1 Vorrakh model. This model is equipped with: 1 Hellforged Weapons; 1 Infernal Cannon.
Khorne Berzerkers
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
When this unit destroys an enemy unit, you gain 1 Bloodshed Point. When making a Blessings of Khorne roll:
- Roll one additional D6 for each Bloodshed Point you have.
- Then, you lose your Bloodshed Points.
In your opponent's Shooting phase, when an enemy unit has shot, if those attacks destroyed a model in this unit and this unit is unengaged, this unit can make a surge move of up to D6+2".
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Khorne Berzerker Champion model; 2 Khorne Berzerker with Bolt Pistol and Khornate Eviscerator models; 2 Khorne Berzerker with Plasma Pistol and Chainblade models; 5 Khorne Berzerker with Bolt Pistol and Chainblade models. The Khorne Berzerker Champion is equipped with: 1 Chainblade; 1 Plasma Pistol – Standard. Every Khorne Berzerker with Bolt Pistol and Khornate Eviscerator is equipped with: 1 Bolt Pistol; 1 Khornate Eviscerator. Every Khorne Berzerker with Plasma Pistol and Chainblade is equipped with: 1 Chainblade; 1 Plasma Pistol – Standard. Every Khorne Berzerker with Bolt Pistol and Chainblade is equipped with: 1 Bolt Pistol; 1 Chainblade.
Master of Executions
Ranged weapons▾
Melee weapons▾
Abilities▾
- This model's melee attacks that target a Character unit can: re-roll ; re-roll .
- When this unit destroys a Character model, you gain 1 CP.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: FRENZIED REAVERS KHORNE BERZERKERS.
Unit composition▾
1 Master of Executions model. This model is equipped with: 1 Axe of Dismemberment; 1 Bolt Pistol.
Jakhals
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit destroys an enemy unit, you gain 1 Bloodshed Point. When making a Blessings of Khorne roll:
- Roll one additional D6 for each Bloodshed Point you have.
- Then, you lose your Bloodshed Points.
At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
Unit composition▾
1 Dishonoured model; 1 Jakhal Pack Leader model; 1 Jakhal with Autopistol and Mauler Chainblade model; 7 Jakhal with Autopistol and Chainblade models. The Dishonoured is equipped with: 1 Skullsmasher and Mangler. The Jakhal Pack Leader is equipped with: 1 Autopistol; 1 Chainblade. The Jakhal with Autopistol and Mauler Chainblade is equipped with: 1 Autopistol; 1 Mauler Chainblade. Every Jakhal with Autopistol and Chainblade is equipped with: 1 Autopistol; 1 Chainblade.
Prism of Zadophon
Zadophon the Soul Eater leads a warband of sorcerers and mutated warriors — Rubric Marines holding objectives, Tzaangor Enlightened striking from the flanks, all bound together by the rituals of the Cabal of Sorcerers.
Army Rules
Cabal of Sorcerers▾
If your Army Faction is Thousand Sons, at the start of your Shooting phase, one or more models from your army with this ability can attempt Rituals 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 attempted to manifest this turn, then take a Psychic test for that model by following the sequence below.
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.
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 Scintillating Legions model from your army makes an attack that targets that unit, re-roll a of 1. If the Psychic test result for this Ritual was 10+, you can re-roll the Hit roll instead.
Select one friendly Thousand Sons or Scintillating Legions 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". If the Psychic test result for this Ritual was 10+, that unit can make a Normal move of up to 6" instead. In either case, until the end of the turn, that unit is not eligible to declare a charge.
Select one enemy unit within 24" of and visible to the manifesting model (excluding units with the ability that are not part of an Attached unit and are not within 12" of the manifesting model); that unit suffers D3 . If the Psychic test result for this Ritual was 11+, that unit suffers D3+3 mortal wounds instead.
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 Scintillating Legions model from your army makes an attack that targets that unit, improve the Armour Penetration characteristic of that attack by 1. If the Psychic test result for this Ritual was 12+, improve the Armour Penetration characteristic of that attack by 2 instead.
Pact of Sorcery▾
When mustering your army, unless specifically stated otherwise, you cannot select Scintillating Legions as your Army Faction.
Detachment Rule — Prism of Zadophon
- 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.
Committed to the Ritual▾
- Friendly Prism of Zadophon units have +1 Ld while within range of an objective.
- Binding Ritual (Once per turn, per army): When playing a Combat Patrol battle, when a friendly model within range of an objective manifests a Ritual with a Warp Charge value of 7 or more, you can choose for your army to have bound that Ritual and that objective (see the Cult Ritual Objective). If you do, do not resolve that Ritual's effects.
- When playing a Combat Patrol battle, the following friendly unit must start the battle in and cannot be set up on the battlefield before the battle round stated. When doing so, it must be set up wholly within your : Daemon Prince — Battle round 3.
Enhancements
Select one of these Enhancements per battle.
Foresight of the Changer▾
Prism of Zadophon Tzaangor Shaman model only
(Once per turn, per unit) In your opponent's Movement phase, when an enemy unit ends a move within 8" of this unit, if this unit is unengaged, this unit can make a of up to D3+1".
Warp-Tainted Shells▾
Prism of Zadophon Daemon Prince model only
This model's infernal cannon weapon has [].
Stratagems
Twist of Fate
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, when an enemy unit targets a friendly Prism of Zadophon Mutant unit.
- Target
- That Prism of Zadophon Mutant unit.
- Effect
- Your unit has a 4+ .
Spell-Warded Armour
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit targets a friendly Prism of Zadophon Rubric Marines unit.
- Target
- That Prism of Zadophon Rubric Marines unit.
- Effect
- Ranged attacks that target your unit with a Strength greater than your unit's Toughness have -1 to .
Embroiling Energies
1CP▾- When
- Your Shooting phase, when a friendly Prism of Zadophon Rubric Marines unit is selected to shoot.
- Target
- That Prism of Zadophon Rubric Marines unit.
- Effect
- That unit's malefic curse weapon has:
- [].
- +1 to .
Datasheets
Zadophon the Soul Eater
Ranged weapons▾
Melee weapons▾
Abilities▾
When a friendly Thousand Sons Psyker model with the Cabal of Sorcerers ability is destroyed, if that model is within 9" of a model with this ability, you can select one of those models with this ability. When that selected model attempts a Ritual, it has +1 to the Psychic test result (to a maximum of +2).
While a friendly Thousand Sons Infantry unit is within 6" of this model, that unit has .
[] []. Before selecting targets with this weapon, select one of its profiles to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Zadophon the Soul Eater model. This model is equipped with: 1 Hellforged Weapons – Strike; 1 Infernal Cannon.
Kaa'skrek
Ranged weapons▾
Melee weapons▾
Abilities▾
If this unit is an Attached unit, this unit's attacks have +1 to .
In your Shooting phase and the Fight phase, when this unit is selected to attack, if this unit has one or more Bodyguard models, you can use this ability. If you do:
- One Bodyguard model in this unit is destroyed.
- This model's attacks have +D3 A and S.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: PRISM OF ZADOPHON TZAANGOR ENLIGHTENED.
Unit composition▾
1 Kaa'skrek model. This model is equipped with: 1 Baleful Devolution; 1 Force Stave.
Tzaangor Enlightened
Melee weapons▾
Abilities▾
When this unit ends a , you can select one enemy unit engaged with this unit. For each model in this unit engaged with that enemy unit, roll one D6: on a 4+, that enemy unit suffers 1 .
Unit composition▾
3 Tzaangor Enlightened models. Every model is equipped with: 1 Divining Spear.
Rubric Marines
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
This unit's ranged attacks (excluding Character models' attacks) have [].
This unit's ranged attacks:
- Can re-roll of 1.
- Or: that target a unit within range of an objective can re-roll .
Unit composition▾
1 Aspiring Sorcerer model; 1 Rubric Marine with Soulreaper Cannon and Stocks and Fists model; 3 Rubric Marine with Inferno Boltgun and Stocks and Fists models; 5 Rubric Marine with Warpflamer and Stocks and Fists models. The Aspiring Sorcerer is equipped with: 1 Force Weapon; 1 Inferno Bolt Pistol; 1 Malefic Curse. The Rubric Marine with Soulreaper Cannon and Stocks and Fists is equipped with: 1 Soulreaper Cannon; 1 Stocks and Fists. Every Rubric Marine with Inferno Boltgun and Stocks and Fists is equipped with: 1 Inferno Boltgun; 1 Stocks and Fists. Every Rubric Marine with Warpflamer and Stocks and Fists is equipped with: 1 Stocks and Fists; 1 Warpflamer.
Maggot Lords
Sholgor the Putrid leads a slow, inexorable advance — Plague Marines and Deathshroud Terminators spreading Nurgle's gifts while Septimol Fulg tallies the toll, all carried forward by a Chaos Rhino.
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 models from your army, it is Afflicted (see below).
Contagion Range: Contagion Range changes over the course of the battle. 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.
Each time a model in this unit makes an attack, subtract 1 from the .
Worsen the Save characteristic of models in this unit by 1.
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).
Pact of Decay▾
When mustering your army, unless specifically stated otherwise, you cannot select Plague Legions as your Army Faction.
Detachment Rule — Maggot Lords
- 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.
Creeping Rot▾
Friendly Maggot Lords Terminator units have 3".
Enhancements
Select one of these Enhancements per battle.
Noisome Veil▾
Maggot Lords Tallyman model only
(Once per battle, per army) In your opponent's Shooting phase, when an enemy unit targets this unit, you can use this ability. If you do, this unit has .
Bountiful Regeneration▾
Maggot Lords Lord of Virulence model only
In your Command phase, this model heals 1 wound.
Stratagems
Inexorable Executioners
1CP▾- When
- Your Charge phase, when a friendly Maggot Lords Deathshroud Terminators unit starts a .
- Target
- That Maggot Lords Deathshroud Terminators unit.
- Effect
- Your unit can move through models (excluding Monster/Vehicle models).
Vomitous Salvoes
1CP▾- When
- Your Shooting phase, when a friendly Maggot Lords Plague Marines unit is selected to shoot.
- Target
- That Maggot Lords Plague Marines unit.
- Effect
- Your unit's Lethal Hits ranged attacks have [].
Sickening Horror
1CP▾- When
- Start of the Fight phase.
- Target
- One friendly Maggot Lords Infantry unit.
- Effect
- Select one enemy unit engaged with your unit. That enemy unit makes a roll.
Datasheets
Sholgor the Putrid
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of your Shooting phase, you can select one enemy unit within 18" of this model. That unit has +6" detection range.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: MAGGOT LORDS DEATHSHROUD TERMINATORS.
Unit composition▾
1 Sholgor the Putrid model. This model is equipped with: 1 Power Fist; 1 Twin Plague Spewer.
Chaos Rhino
Ranged weapons▾
Melee weapons▾
Abilities▾
This model has a transport capacity of 12 Death Guard models. It cannot transport Terminator models.
Unit composition▾
1 Chaos Rhino model. This model is equipped with: 1 Armoured Tracks; 1 Havoc Launcher.
Deathshroud Terminators
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit is engaged, this unit has +1 OC.
[]. Before selecting targets with this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Deathshroud Champion model; 2 Deathshroud Terminator models. Every model is equipped with: 1 Manreaper – Strike; 1 Plaguespurt Gauntlet.
Septimol Fulg
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Command phase, if this model is on the battlefield, roll 2D6: on a 7+, you gain 1 CP.
This unit's attacks can ignore modifiers to:
- BS.
- WS.
- .
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Enhancements for this unit▾
Unit composition▾
1 Septimol Fulg model. This model is equipped with: 1 Numerological Artefacts; 1 Plasma Pistol – Standard.
Plague Marines
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those ranged attacks. If you do, that enemy unit is Afflicted until the start of your next turn.
[] []. Before selecting targets with either Plasma Pistol profile, select one to make attacks with.
Unit composition▾
1 Plague Champion model; 1 Plague Marine with Blight Launcher model; 1 Plague Marine with Plague Spewer model; 4 Plague Marine models. The Plague Champion is equipped with: 1 Plasma Pistol – Standard; 1 Power Fist. The Plague Marine with Blight Launcher is equipped with: 1 Blight Launcher; 1 Plague Knives. The Plague Marine with Plague Spewer is equipped with: 1 Plague Knives; 1 Plague Spewer. Every Plague Marine is equipped with: 1 Boltgun; 1 Plague Knives.
Callous Blades
Lord Kaphrael leads a warband devoted to the perfect kill — Infractors holding the line in disciplined duelling stances while the daemon-touched Flawless Blades seek out worthy foes.
Army Rules
Pact of Excess▾
When mustering your army, unless specifically stated otherwise, you cannot select Legions of Excess as your Army Faction.
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 — Callous Blades
- 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.
Nimble Strikes▾
When friendly Callous Blades units start a normal//, those units can move through models (excluding Monster/Vehicle models).
Enhancements
Select one of these Enhancements per battle.
Martial Perfection▾
Callous Blades Infractors unit only
(Once per battle, per army) In the Fight phase, when an enemy unit targets this unit, you can use this ability. If you do, attacks that target your unit have -1 to .
Invigorating Agonies▾
Callous Blades Lord Exultant model only
(Once per battle, per army) In your opponent's Shooting phase, when an enemy unit has shot, if this unit was hit by those attacks, you can use this ability. If you do, this unit can make a surge move of up to D3+1".
Stratagems
Duellist's Death
1CP▾- When
- Fight phase, when an enemy unit targets a friendly Callous Blades unit.
- Target
- That Callous Blades unit.
- Effect
- When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6, with +1 to the result if your unit has Flawless Blades: on a 4+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
Shatter Strike
1CP▾- When
- Fight phase, when a friendly Callous Blades Flawless Blades unit is selected to fight.
- Target
- That Callous Blades Flawless Blades unit.
- Effect
- Your unit's melee attacks have +1 D.
Profane Desecration
1CP▾- When
- End of your Movement phase.
- Target
- One friendly Callous Blades unit.
- Effect
- Select one objective your unit is controlling. That objective is secured.
Datasheets
Lord Kaphrael of the Callous Blades
Melee weapons▾
Abilities▾
This unit's attacks have [].
Enhancements for this unit▾
Unit composition▾
1 Lord Kaphrael model. This model is equipped with: 1 Phoenix Power Spear; 1 Power Fist.
Flawless Blades
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit is selected to fight, you can use this ability. If you do:
- This unit's melee attacks score a critical wound on an unmodified 3+.
- When this unit has fought, if those attacks did not destroy an enemy model, one model in this unit is destroyed.
Unit composition▾
3 Flawless Blades models. Every model is equipped with: 1 Blissblade; 1 Bolt Pistol.
Infractors
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
At the end of your Shooting phase or the Fight phase, if this unit destroyed an enemy unit this phase, this unit makes a leadership roll: on a success, you gain 1 CP.
This unit's melee attacks:
- Can re-roll of 1.
- Or: that target a unit within range of an objective can re-roll .
Enhancements for this unit▾
Unit composition▾
1 Obsessionist model; 9 Infractor models. The Obsessionist is equipped with: 1 Bolt Pistol; 1 Power Sword. Every Infractor is equipped with: 1 Bolt Pistol; 1 Duelling Sabre.
Kygharil's Protectors
Spiritseer Kygharil leads a swift, graceful strike force — Dire Avengers and Warp Spiders darting between cover while a squad of Wraithblades anchors the line.
Army Rules
Battle Focus▾
If your Army Faction is Asuryani, at the start of the battle round, you receive a number of Battle Focus tokens based on the battle size.
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 — Kygharil's Protectors
- 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.
Graceful Warriors▾
Friendly Kygharil's Protectors units (excluding Kygharil's Protectors Wraithblades units) have:
- .
- -3" detection range.
Enhancements
Select one of these Enhancements per battle.
Seer's Hand▾
Kygharil's Protectors Spiritseer model only
At the end of your Movement phase, you can select one friendly Kygharil's Protectors Wraithblades unit within 12" of this model:
- That unit heals D3 wounds.
- That unit's attacks have [] until the start of your next Movement phase.
Guided Jump▾
Kygharil's Protectors Warp Spiders unit only
Upgrade: this unit has 6".
Stratagems
Fading Fusillade
1CP▾- When
- Your Movement phase, when a friendly Kygharil's Protectors unit is selected to make a fall-back move.
- Target
- That Kygharil's Protectors unit.
- Effect
- That move does not prevent your unit from being eligible to shoot.
Suppressing Storm
1CP▾- When
- Your Shooting phase, when a friendly Kygharil's Protectors unit (excluding Character units) has shot.
- Target
- That Kygharil's Protectors unit.
- Effect
- Select one enemy unit hit by those attacks. That enemy unit is suppressed until the start of your next turn:
- While a unit is suppressed, that unit's attacks have -1 to .
Focused Strikes
1CP▾- When
- Start of your Shooting phase.
- Target
- One or more friendly Kygharil's Protectors units.
- Effect
- Select one enemy unit. Your units' ranged attacks that target that unit can re-roll of 1.
Datasheets
Spiritseer Kygharil
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit is within 3" of a friendly Wraith Construct unit, this unit has .
When this unit starts or ends a move, you can use this ability. If you do, select one friendly Wraith Construct unit (excluding Titanic units) within 6" of this model and one enemy unit visible to this model. That friendly unit's attacks that target that enemy unit have [] until the start of your next Movement phase.
In your Command phase, you can select one friendly Wraith Construct unit within 6" of this model that has not been selected for this ability this turn.
- If that unit has a destroyed model, return one destroyed model to that unit.
- Or: if that unit does not have a destroyed model, one model in that unit heals D3 wounds.
Enhancements for this unit▾
Unit composition▾
1 Spiritseer Kygharil model. This model is equipped with: 1 Shuriken Pistol; 1 Witch Staff.
Wraithblades
Melee weapons▾
Abilities▾
While this unit is within 12" of one or more friendly Aeldari Psyker models:
- This unit has 6+ Ld.
- This unit's attacks have +1 to .
This model has a 4+ .
When a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6:
- On a 3+, do not remove that model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
Unit composition▾
5 Wraithblade models. Every model is equipped with: Forceshield; 1 Ghostaxe.
Dire Avengers
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit makes or , you can use this ability. If you do, change one of those rolls to an unmodified 6.
This unit's ranged attacks that target a unit within half range have [].
This model has a 4+ .
Unit composition▾
1 Dire Avengers Exarch model; 4 Dire Avenger models. The Dire Avengers Exarch is equipped with: 1 Power Glaive; Shimmershield. Every Dire Avenger is equipped with: 1 Avenger Shuriken Catapult; 1 Weapon Strike.
Warp Spiders
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit makes or , you can use this ability. If you do, change one of those rolls to an unmodified 6.
When this unit is selected to shoot, you can use this ability. If you do, this unit's ranged attacks have [].
Enhancements for this unit▾
Unit composition▾
1 Warp Spider Exarch model; 4 Warp Spider models. The Warp Spider Exarch is equipped with: 1 Death Weavers; 1 Powerblades. Every Warp Spider is equipped with: 1 Death Spinner; 1 Weapon Strike.
Amonhotekh's Guard
Overlord Amonhotekh commands an endlessly reanimating force — Necron Warriors holding the line, Skorpekh Destroyers and Canoptek constructs delivering the killing blow, all bound by the Reanimation Protocols.
Army Rules
Reanimation Protocols▾
If your Army Faction is Necrons, at the end of your Command phase, each unit from your army with this ability that is on the battlefield activates its Reanimation Protocols and 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 one 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.
Example: A unit of Lokhust Destroyers (Wounds characteristic of 3) activates its Reanimation Protocols. The unit had a of 3, but currently contains 2 models, one of which has lost 1 wound. A 3 is rolled. The first reanimated wound restores the wounded Lokhust Destroyer to 3 wounds. The second returns the destroyed Lokhust Destroyer to the battlefield with 1 wound remaining. The third restores one of the remaining lost wounds to that same model. The unit now contains 3 models, two with 3 wounds remaining and one with 2 wounds remaining.
Detachment Rule — Amonhotekh's Guard
- 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.
Territorial Imperatives▾
- At the end of your Command phase, you can select one friendly Amonhotekh's Guard unit. That unit has +1 OC until the start of your next Command phase.
- When playing a Combat Patrol battle, the following friendly unit must start the battle in and cannot be set up on the battlefield before the battle round stated. When doing so, it must be set up wholly within your : Canoptek Doomstalker — Battle round 3.
Enhancements
Select one of these Enhancements per battle.
Unblemished Legions▾
Amonhotekh's Guard Necron Warriors unit only
Upgrade:
- This unit has +1 M.
- This unit's ranged attacks have [].
Metalline Might▾
Amonhotekh's Guard Overlord model only
This model's melee attacks have +2 S.
Stratagems
Gauss Storm
1CP▾- When
- Your Shooting phase, when a friendly Amonhotekh's Guard Necron Warriors unit is selected to shoot.
- Target
- That Amonhotekh's Guard Necron Warriors unit.
- Effect
- Your unit's attacks have +1 to .
Aggression Protocols
1CP▾- When
- Your Movement phase, when a friendly Amonhotekh's Guard unit (excluding Monster/Vehicle units) is selected to make a fall-back move.
- Target
- That Amonhotekh's Guard unit.
- Effect
- That move does not prevent your unit from being eligible to shoot/declare a charge.
Reinforced Resilience
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit targets a friendly Amonhotekh's Guard unit (excluding Monster/Vehicle units) with every model within a terrain area.
- Target
- That Amonhotekh's Guard unit.
- Effect
- Your unit has +1 Sv.
Datasheets
Overlord Amonhotekh
Ranged weapons▾
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 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▾
Unit composition▾
1 Overlord Amonhotekh model. This model is equipped with: 1 Overlord's Blade; 1 Tachyon Arrow.
Skorpekh Destroyers
Melee weapons▾
Abilities▾
When this unit is selected to fight, you can use this ability. If you do, this unit's attacks have [].
This unit's melee attacks can re-roll of 1. If this unit made a this turn, this unit's melee attacks can re-roll hit rolls.
Unit composition▾
1 Skorpekh Destroyer with Plasmacyte model; 2 Skorpekh Destroyer models. The Skorpekh Destroyer with Plasmacyte is equipped with: 1 Hyperphase Blades; Plasmacyte. Every Skorpekh Destroyer is equipped with: 1 Hyperphase Blades.
Canoptek Doomstalker
Ranged weapons▾
Melee weapons▾
Abilities▾
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the .
Unit composition▾
1 Canoptek Doomstalker model. This model is equipped with: 1 Doomsday Blaster; 1 Doomstalker Limbs; 1 Twin Gauss Flayer.
Necron Warriors
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
When this unit's Reanimation Protocols activate, it can re-roll the dice to determine the number of wounds reanimated.
Enhancements for this unit▾
Unit composition▾
5 Necron Warrior with Gauss Flayer and Combat Attachments models; 5 Necron Warrior with Gauss Reaper and Combat Attachments models. Every Necron Warrior with Gauss Flayer and Combat Attachments is equipped with: 1 Combat Attachments; 1 Gauss Flayer. Every Necron Warrior with Gauss Reaper and Combat Attachments is equipped with: 1 Combat Attachments; 1 Gauss Reaper.
Canoptek Scarab Swarms
Melee weapons▾
Abilities▾
While an enemy unit is engaged with this unit, that enemy unit's attacks have -1 to .
Unit composition▾
3 Canoptek Scarab Swarm models. Every model is equipped with: 1 Feeder Mandibles.
'Ardmob
An 'Ardmob is built around brutal resilience — mobs of Boyz, a Wartrakk, a Weirdboy, and a Warboss, all bound by the simple promise that whatever doesn't kill them outright will just make them angrier.
Army Rules
Waaagh!▾
If your Army Faction is Orks, once per battle, at the start of your Command phase, you can call a Waaagh!. If you do, until the start of your next Command phase, 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 — 'Ardmob
- 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.
'Ard As Nails▾
Attacks that target a friendly 'Ardmob unit with the Waaagh! active with a Strength greater than that friendly unit's Toughness have -1 to .
Enhancements
Select one of these Enhancements per battle.
Rallying War Cry▾
'Ardmob Warboss model only
(Once per battle, per unit) In your Command phase, you can use this ability. If you do, return up to D3+2 destroyed bodyguard models to this unit.
Extra Platin'▾
'Ardmob Wartrakk unit only
Upgrade: this unit has:
- 3+ Sv.
- 4+ .
Stratagems
Krump 'Em
1CP▾- Type
- Battle Tactic
- When
- Fight phase, when a friendly 'Ardmob unit is selected to fight.
- Target
- That 'Ardmob unit.
- Effect
- Your unit's melee attacks have +1 Strength.
Medi-Squigs
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit targets a friendly 'Ardmob unit.
- Target
- That 'Ardmob unit.
- Effect
- Your unit has a 5+ .
Get Stuck in
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit that targeted a friendly unengaged 'Ardmob unit has shot.
- Target
- That 'Ardmob unit.
- Effect
- Your unit can make a of up to D6+1".
Datasheets
Warboss
Ranged weapons▾
Melee weapons▾
Abilities▾
In the Fight phase, when this unit is selected to fight, this unit's melee attacks have:
- [].
- Or: [].
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: 'ARDMOB BOYZ.
Unit composition▾
1 Warboss model. This model is equipped with: 1 Kustom Choppa; 1 Kustom Shoota.
Weirdboy
Ranged weapons▾
Melee weapons▾
Abilities▾
At the end of your Command phase, if this unit is controlling an objective, that objective is secured.
[] []. Before selecting targets with this weapon, select one of its profiles to make attacks with.
[] []. Before selecting targets with this weapon, select one of its profiles to make attacks with.
Leader▾
This model can be attached to the following units: 'ARDMOB BOYZ.
Unit composition▾
1 'Ardmob Weirdboy model. This model is equipped with: 1 Psychic Powers – 'Eadbanger; 1 Waaagh! Staff – Bash.
Wartrakk
Ranged weapons▾
Melee weapons▾
Abilities▾
6+ (4+ if upgraded with the Extra Platin' Enhancement)
In your Shooting phase, when this unit has shot, select one enemy unit hit by those attacks. That unit is suppressed until the start of your next turn:
- While a unit is suppressed, that unit's attacks have -1 to .
Enhancements for this unit▾
Unit composition▾
1 Wartrakk model. This model is equipped with: 1 Choppas; 1 Kustom Shoota; 1 Rokkit Launcha.
Boyz – Kombi-Armed Boss Nob
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit is engaged, this unit has +1 OC.
Unit composition▾
1 Boss Nob model; 9 Boyz models. The Boss Nob is equipped with: 1 Big Choppa; 1 Kombi-rokkit; 1 Kombi-shoota; 1 Slugga. Every Boyz is equipped with: 1 Choppa; 1 Shoota; 1 Slugga.
Boyz – Kustom Shoota Boss Nob
Ranged weapons▾
Melee weapons▾
Abilities▾
While this unit is engaged, this unit has +1 OC.
Unit composition▾
1 Boss Nob model; 9 Boyz models. The Boss Nob is equipped with: 1 Big Choppa; 1 Kustom Shoota; 1 Slugga. Every Boyz is equipped with: 1 Choppa; 1 Shoota; 1 Slugga.
Gretchin
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit is destroyed, you can use this ability. If you do:
- Place this unit in with all of this unit's destroyed models returned to it. This unit is no longer destroyed. This unit has the ability.
Unit composition▾
10 Gretchin models. Every model is equipped with: 1 Blasta; 1 Lobbin' Bombs; 1 Scavenged Shivs.
Bane-Slayer's Bulwark
Vynn Bane-Slayer leads a heavily armoured strike force — Hearthkyn Warriors holding objectives while Einhyr Hearthguard and Brokhyr Thunderkyn bring overwhelming firepower to bear.
Army Rules
Prioritised Efficiency▾
If your Army Faction is Leagues of Votann, 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 will change 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.
- At the end of your Command phase, if you have 7YP or more, your units have Fortify Takeover until the start of your next Command phase.
- 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.
- 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 .
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 conditions you satisfy:
- You control one or more not within your .
- You control two or more not within your .
- You control more than your opponent. YP gained in this way are always gained before checking which ability your units have.
Whenever a rule allows you to spend YP, reduce the number of YP you have by that amount (your YP cannot go below 0), otherwise you cannot use that rule.
Detachment Rule — Bane-Slayer's Bulwark
- 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.
Secure Resources▾
At the end of your Movement phase, if a friendly Bane-Slayer's Bulwark unit is controlling an objective, that objective is secured.
Enhancements
Select one of these Enhancements per battle.
Indomitable Exemplar▾
Bane-Slayer's Bulwark Einhyr Champion 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.
Brôkhyr Barrage▾
Bane-Slayer's Bulwark Brokhyr Thunderkyn unit only
Upgrade:
- This unit's ranged attacks have [].
- In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those ranged attacks. If you do, that enemy unit makes a roll.
Stratagems
Opportune Advance
1CP▾- When
- Your opponent's Shooting phase, when an enemy unit that targeted a friendly unengaged Bane-Slayer's Bulwark Einhyr Hearthguard unit has shot.
- Target
- That Bane-Slayer's Bulwark Einhyr Hearthguard unit.
- Effect
- Your unit can make a surge move of up to D6+1".
Point-Blank Fusillade
1CP▾- When
- Your Shooting phase, when a friendly Bane-Slayer's Bulwark unit is selected to shoot.
- Target
- That Bane-Slayer's Bulwark unit.
- Effect
- Your unit's ranged attacks have [].
Claimed for the Kindred
1CP▾- When
- Command phase.
- Target
- One friendly Bane-Slayer's Bulwark Hearthkyn Warriors unit.
- Effect
- Your unit has +1 OC until the end of the turn.
Datasheets
Vynn Bane-Slayer
Ranged weapons▾
Melee weapons▾
Abilities▾
This model has a 4+ .
This unit's ranged attacks have [].
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: BANE-SLAYER'S BULWARK EINHYR HEARTHGUARD.
Unit composition▾
1 Vynn Bane-Slayer model. This model is equipped with: 1 Autoch-pattern Combi-bolter; 1 Mass Hammer.
Einhyr Hearthguard
Ranged weapons▾
Melee weapons▾
Abilities▾
This unit's ranged attacks that target the closest eligible target can re-roll of 1.
This unit has a 5+ .
Unit composition▾
1 Hesyr model; 4 Einhyr Hearthguard models. The Hesyr is equipped with: 1 Exoarmour Grenade Launcher; 1 Graviton Hammer; 1 Volkanite Disintegrator. Every Einhyr Hearthguard is equipped with: 1 Exoarmour Grenade Launcher; 1 Plasma Blade Gauntlet; 1 Volkanite Disintegrator.
Hearthkyn Warriors
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
This unit has a 5+ .
This unit's ranged attacks can re-roll of 1.
Unit composition▾
1 Hearthkyn Warrior with Autoch-pattern Bolt Pistol and Plasma Knife model; 1 Hearthkyn Warrior with Autoch-pattern Bolt Pistol, HYLas Auto Rifle and Armoured Fists model; 1 Hearthkyn Warrior with Autoch-pattern Bolt Pistol, Magna-Rail Rifle and Armoured Fists model; 1 Theyn model; 6 Hearthkyn Warrior with Autoch-pattern Bolt Pistol, Ion Blaster and Armoured Fists models. The Hearthkyn Warrior with Autoch-pattern Bolt Pistol and Plasma Knife is equipped with: 1 Autoch-pattern Bolt Pistol; 1 Plasma Knife. The Hearthkyn Warrior with Autoch-pattern Bolt Pistol, HYLas Auto Rifle and Armoured Fists is equipped with: 1 Armoured Fists; 1 Autoch-pattern Bolt Pistol; 1 HYLas Auto Rifle. The Hearthkyn Warrior with Autoch-pattern Bolt Pistol, Magna-Rail Rifle and Armoured Fists is equipped with: 1 Armoured Fists; 1 Autoch-pattern Bolt Pistol; 1 Magna-rail Rifle. The Theyn is equipped with: 1 Autoch-pattern Bolt Pistol; 1 Theyn's Armaments; 1 Theyn's Pistol. Every Hearthkyn Warrior with Autoch-pattern Bolt Pistol, Ion Blaster and Armoured Fists is equipped with: 1 Armoured Fists; 1 Autoch-pattern Bolt Pistol; 1 Ion Blaster.
Brokhyr Thunderkyn
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, friendly Leagues of Votann units' ranged attacks that target that enemy unit have [].
Enhancements for this unit▾
Unit composition▾
3 Brokhyr Thunderkyn models. Every model is equipped with: 1 Powered Strikes; 1 SP Conversion Beamer.
Claw of Ascension
Shanus Daskovian leads a raiding cell of the Cult — Atalan Jackals and an Achilles Ridgerunner striking from ambush while Hybrid Metamorphs close in for the kill.
Army Rules
Cult Ambush▾
If your Army Faction is Genestealer Cults, you start the battle with a number of Resurgence points, depending on the battle size:
- Incursion: 6 Resurgence points.
- Strike Force: 10 Resurgence points.
- Onslaught: 14 Resurgence points.
Each time a unit from your army is destroyed, if every model in that unit has this ability, you can spend the relevant number of Resurgence points (based on that unit's ) to:
- Add a new unit to your army identical to your destroyed unit, in Cult Ambush, at its , with all of its wounds remaining and any [] weapons considered as not having been shot.
- Place one Cult Ambush marker anywhere on the battlefield more than 9" horizontally from all enemy units (if not possible, no marker is placed).
Note: the exact Resurgence point cost by unit tier was not captured in these screenshots — add it here if available.
Cult Ambush is a type of . Units in Cult Ambush cannot be targeted with the Rapid Ingress Stratagem, but can be set up on the battlefield using a Cult Ambush marker, or by following the rules for Strategic Reserves in a subsequent turn. Units in Cult Ambush are not automatically destroyed at the end of the third battle round.
Use a circular 32mm diameter marker for Cult Ambush markers. If an enemy model (excluding Aircraft) ends any kind of move within 8" of a Cult Ambush marker you placed, that marker is removed from the battlefield. At the end of your opponent's next Movement phase, for each of your Cult Ambush markers still on the battlefield, you can select one unit from your army that is in Cult Ambush to make an ingress move, setting it up with at least one model in base contact with that marker and all other models wholly within 3" of it (the marker is then removed). Units in Cult Ambush can make an ingress move in the first battle round using this rule.
Detachment Rule — Claw of Ascension
- 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.
Xenos Resilience▾
Ranged attacks that target friendly Claw of Ascension units with a Strength greater than that unit's Toughness have -1 to .
Enhancements
Select one of these Enhancements per battle.
Heavy Munitions▾
Claw of Ascension Achilles Ridgerunners unit only
Upgrade: this unit's Achilles missile launcher weapon has +1 A, S and AP.
Practiced Eye▾
Claw of Ascension Jackal Alphus model only
At the start of your Shooting phase, you can select one enemy unit. Friendly Claw of Ascension units' attacks that target that enemy unit have +1 to .
Stratagems
Cult Zealotry
1CP▾- When
- Fight phase, when a friendly Claw of Ascension unit is selected to fight.
- Target
- That Claw of Ascension unit.
- Effect
- Your unit's melee attacks can re-roll .
Dedicated to the End
1CP▾- When
- The Fight phase, when an enemy unit targets a friendly Claw of Ascension unit.
- Target
- That Claw of Ascension unit.
- Effect
- When a model in your unit is destroyed, if your unit has not been selected to fight this phase, roll one D6: on a 3+, do not remove that model from the battlefield. When your unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
Guerrilla Warriors
1CP▾- When
- Your Movement phase, when a friendly Claw of Ascension unit is selected to make a fall-back move.
- Target
- That Claw of Ascension unit.
- Effect
- That move does not prevent your unit from being eligible to shoot/declare a charge.
Datasheets
Hybrid Metamorphs
Ranged weapons▾
Melee weapons▾
Abilities▾
At the end of your Movement phase, if this unit is controlling an objective, that objective is secured.
Before selecting targets with this weapon, select one of its profiles to make attacks with.
Unit composition▾
1 Metamorph model; 1 Metamorph Leader model; 3 Metamorph with Hand Flamer models. The Metamorph is equipped with: 1 Metamorph Mutations – Strike. The Metamorph Leader is equipped with: 1 Autopistol; 1 Leader's Weapon Symbiote. Every Metamorph with Hand Flamer is equipped with: 1 Hand Flamer; 1 Metamorph Mutations – Strike.
Shanus Daskovian
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those cult sniper rifle attacks. Friendly Genestealer Cults units' attacks that target that enemy unit can re-roll of 1.
In your Shooting phase, when this unit has shot, you can use this ability. If you do:
- This unit can make a of up to 6".
- This unit is not eligible to declare a charge until the end of the turn.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: CLAW OF ASCENSION ATALAN JACKALS.
Unit composition▾
1 Shanus Daskovian model. This model is equipped with: 1 Autopistol; 1 Cult Sniper Rifle; 1 Stolen Blade.
Atalan Jackals
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit is selected to attack, its attacks have:
- [].
- Or: [].
Unit composition▾
1 Atalan Jackal with Power Weapon model; 1 Atalan Wolfquad model; 3 Atalan Jackal models. The Atalan Jackal with Power Weapon is equipped with: 1 Power Weapon; 1 Stolen Firearms. The Atalan Wolfquad is equipped with: 1 Mining Laser; 1 Stolen Blade; 1 Stolen Firearms. Every Atalan Jackal is equipped with: 1 Stolen Blade; 1 Stolen Firearms.
Achilles Ridgerunner
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those attacks. Friendly Genestealer Cults units' attacks that target that enemy unit have [].
In your Shooting phase, when this unit has shot, you can select one enemy unit hit by those attacks that has not been selected for this ability this turn. Friendly Genestealer Cults units' attacks that target that enemy unit have +1 AP until the end of the turn.
Unit composition▾
1 Achilles Ridgerunner model. This model is equipped with: 1 Armoured Hull; 1 Missile Launcher; Survey Augur; 1 Twin Heavy Stubber.
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.
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▾
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▾
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 0 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 Chitinous Talons.
Coven of Agonies
Xatrophos Nuul leads a grotesque menagerie of Haemonculus creations — Wracks holding the line while a Talos and Cronos drift forward on their grim work, feeding on pain to fuel the Coven's twisted experiments.
Army Rules
Corsairs and Travelling Players▾
If your Army Faction is Drukhari, you can include Harlequins and Anhrathe units in your army, even though they do not have the Drukhari Faction keyword. The combined points value of Harlequins and/or Anhrathe 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. No Harlequins or Anhrathe models included in your army in this way can be your Warlord, and they cannot be given Enhancements.
Power from Pain▾
Pain Abilities: All Drukhari units have a Pain ability, tagged with the word 'Pain'. Pain abilities only apply to a unit while it is Empowered. If your Army Faction is Drukhari, you can Empower units from your army with Pain abilities by spending Pain tokens.
Gaining Pain Tokens: If your Army Faction is Drukhari, you gain Pain tokens as follows:
- 1 Pain token at the start of your Command phase.
- 1 Pain token each time an enemy unit is destroyed.
- 1 Pain token 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 time you spend a Pain token, reduce your Pain token pool by the same amount.
Empowered Through Pain: Each Pain ability will state when you can spend Pain tokens to Empower that unit. When you do, until the end of the phase, that unit is Empowered and all Pain abilities it has take effect. While an Attached unit is Empowered, the Pain abilities of all Leader and Bodyguard units in that unit take effect — you do not need to spend additional Pain tokens to activate each of those pain abilities.
Example: At the start of your Charge phase, you spend 1 Pain token to Empower a unit of Wyches. The unit becomes Empowered, and so its Acrobatic Gladiators ability takes effect until the end of the phase. A Succubus is leading the unit, and so its Lithe Agility ability also takes effect until the end of the phase (no additional Pain token is required to activate that ability as well).
Detachment Rule — Coven of Agonies
- 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.
Pain Enlivens▾
When a friendly Coven of Agonies unit is destroyed, you gain 1 Pain token.
Enhancements
Select one of these Enhancements per battle.
Superior Soulcraft▾
Coven of Agonies Cronos unit only
Upgrade: this unit can re-roll rolls to determine the Attacks characteristic of a weapon.
Toxin-Laced Blades▾
Coven of Agonies Haemonculus model only
This unit's melee attacks have +1 AP.
Stratagems
Hardened Physiology
1CP▾- When
- Your opponent's Shooting phase or the Fight phase, when an enemy unit targets a friendly Coven of Agonies Wracks unit.
- Target
- That Coven of Agonies Wracks unit.
- Effect
- Attacks that target your unit have -1 to .
Powerful Creations
1CP▾- When
- Fight phase, when a friendly Coven of Agonies Monster unit is selected to fight.
- Target
- That Coven of Agonies Monster unit.
- Effect
- Your unit's attacks that target a Monster/Vehicle unit have:
- +1 to .
- +1 AP.
Agonising Onslaught
1CP▾- When
- Your Shooting phase or the Fight phase, when a friendly Coven of Agonies unit is selected to attack.
- Target
- That Coven of Agonies unit.
- Effect
- Your unit's attacks:
- Can re-roll of 1.
- Or: if you spend 1 Pain token, can re-roll .
Datasheets
Talos
Ranged weapons▾
Melee weapons▾
Abilities▾
At the start of the Fight phase, you can spend 1 Pain token to Empower this unit. If you do, when a model in this unit is destroyed, if this unit has not been selected to fight this phase, roll one D6: on a 2+, do not remove that model from the battlefield. When this unit has fought, or at the end of the phase (whichever comes first), that model is removed from the battlefield.
When this unit destroys an enemy unit, you gain 1 Pain token.
Unit composition▾
1 Talos model. This model is equipped with: 1 Chain-flails; 1 Twin Liquifier Gun; 1 Twin Splinter Cannon.
Cronos
Ranged weapons▾
Melee weapons▾
Abilities▾
When this unit is selected to make a normal//fall-back move, you can spend 1 Pain token to Empower this unit. If you do, this unit has +2" M.
While a friendly unit is within 9" of this unit, when you spend 1 Pain token to Empower that friendly unit, roll one D6, with +1 to the result if a model in this unit does not have a spirit vortex weapon: on a 5+, you gain 1 Pain token.
Enhancements for this unit▾
Unit composition▾
1 Cronos model. This model is equipped with: 1 Spirit Leech tentacles; 1 Spirit Syphon; 1 Spirit Vortex.
Xatrophos Nuul
Ranged weapons▾
Melee weapons▾
Abilities▾
In your Command phase, if a model with this ability is on the battlefield, roll one D6: on a 4+, you gain 1 Pain token.
While an enemy unit is within 6" of this model:
- That enemy unit has -1 Ld.
- In the step of your opponent's Command phase, if that enemy unit is below , it makes a battle-shock roll.
In the Fight phase, when this unit is selected to fight, you can spend 1 Pain token to Empower this unit. If you do, this model's attacks have 3 D.
Enhancements for this unit▾
Leader▾
This model can be attached to the following units: COVEN OF AGONIES WRACKS.
Unit composition▾
1 Xatrophos Nuul model. This model is equipped with: 1 Haemonculus Tools and Scissorhands; 1 Stinger Pistol.
Wracks
BattlelineRanged weapons▾
Melee weapons▾
Abilities▾
In your Shooting phase or the Fight phase, after this unit has attacked, you can select one enemy unit (excluding Vehicle units) hit by those attacks. That enemy unit makes a roll.
In the Fight phase, when this unit is selected to fight, you can spend 1 Pain token to Empower this unit. If you do:
- This unit's melee attacks (excluding Character models' attacks) have 3 A.
- Or: this unit's melee attacks (excluding Character models' attacks) have 4 A and [].
Unit composition▾
1 Acothyst model; 1 Wrack with Ossefactor model; 3 Wrack models. The Acothyst is equipped with: 1 Hexrifle; 1 Torturer's Tool. The Wrack with Ossefactor is equipped with: 1 Ossefactor; 1 Torturer's Tool. Every Wrack is equipped with: 1 Twin Torturer's Tools.