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Battlewagon Big Mek Bonebreaka Boss Zagstruk Boyz Burna Boyz Dakkajet Deff Dreads Deffkilla Wartrike Deffkoptas Ghazghkull Thraka Gretchin Killa Kans Lootas Meganobz Mek Mek Gunz Morkanaut Nob With Waaagh! Banner Nobz Nobz on Warbikes Painboy Stompa - House Ruled Stormboyz Tankbustas Trukk Warbikers Warboss Weirdboy

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Space Marines

Units

Apothecary Assault Squad Captain Chaplain Company Ancient Company Veterans Devastator Squad Dreadnought Drop Pod Land Raider Land Raider Crusader Land Raider Redeemer Land Speeders Librarian Lieutenants Predator Primaris Lieutenants Razorback Rhino Scout Squad Sternguard Veteran Squad Tactical Squad Techmarine Terminator Squad Terminator Assault Squad Vindicator Whirlwind

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Space Wolves

Units

Arjac Rockfist Bjorn The Fell-Handed Blood Claws Canis Wolfborn Grey Hunters Logan Grimnar Long Fangs Njal Stormcaller Ragnar Blackmane Ragnar Blackmane (Primaris) Rune Priest Ulrik The Slayer Wolf Guard Wolf Guard Battle Leader Wolf Guard Battle Leader In Terminator Armour Wolf Guard Terminators Wolf Lord Wolf Priest Wolf Scouts

In addition to the units here, the Space Wolves also have access to the following units from the regular Space Marines: Dreadnought, Drop Pod, Land Raider, Land Raider Crusader, Land Raider Redeemer, Land Speeders, Predator, Razorback, Rhino, Vindicator & Whirlwind.

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Tyranids

Units

Biovores Broodlord Carnifexes Genestealers Hive Guard Hive Tyrant Hormagaunts Lictor Neurothrope Raveners Ripper Swarms Screamer-Killers Spore Mines Termagants Trygon Prime Tyranid Prime Tyranid Shrikes Tyranid Warriors

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Assassins

Units

Callidus Assassin Eversor Assassin Vindicare Assassin

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Stratagems

Everyone

Units

Aegis Defence Line

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Units: Assassins

Callidus Assassin - [ Elites ] - Power 5

Unit Composition
A Callidus Assassin is a single model armed with one neural shredder, one phase sword, and poison blades.
Name M WS BS S T W A Ld Sv Pts
Callidus Assassin 7 2+ 2+ 4 4 5 5 9 6+ 95 inc. wargear.
Weapon Range Type S AP D Abilities Pts
Neural shredder 9 Assault 1 Roll 3D6 each time this weapon scores a hit; if the roll is equal to or greater that the target unit's highest Ld characteristic, it suffers D3 mortal wounds.0
Phase sword Melee Melee User -3 2 Invulnerable saves can not be taken against attacks made with this weapon.0
Poison blades Melee Melee -1 1 Each time the bearer fights, it makes 1 additional attack with this weapon. This weapon wounds on 3+, unless it is targeting a VEHICLE, in which case it wounds on a 6+.0
Execution Force
So long as your Warlord has the IMPERIUM keyword, you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. However, if you do so, that Detachment's Command Benefits are changed to 'None' unless that Detachment contains exactly 1 Vindicare Assassin, 1 Callidus Assassin, 1 Eversor Assassin and 1 Culexus Assassin.
Independent Operative
This model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this model can reveal its position - set it up anywhere on the battlefield that is more than 9" from any enemy models.
Lightning Reflexes
This model has a 4+ invulnerable save.
Polymorphine
During deployment, you can set up this model in disguise instead of setting it up on the battlefield. At the end of any of your Movement phases this model can revert to its true form - set it up anywhere on the battlefield that is more than D6+3" away from enemy models. For example, if you roll a 4, the model can be set up anywhere that is more than 7" from an enemy model.
Hit And Run
This model can Fall Back and still shoot and charge in the same turn.
Reign Of Confusion
If you have any models with this ability in your army, then during the first battle round, roll one D6 each time your opponent spends Command Points to use a Stratagem. On a 4+, your opponent must spend one extra CP to use that Stratagem, or else it has no effect (the CPs spent so far are lost). This ability cannot affect Stratagems used 'before the battle begins'.
Faction Keywords
IMPERIUM, OFFICIO ASSASSINORUM
Keywords
INFANTRY, CHARACTER, CALLIDUS ASSASSIN

Eversor Assassin - [ Elites ] - Power 5

Unit Composition
An Eversor Assassin is a single model armed with one executioner pistol, one neuro-gauntlet, one power sword, and melta bombs.
Name M WS BS S T W A Ld Sv Pts
Eversor Assassin 7 2+ 2+ 4 4 6 6 9 6+ 95 inc. wargear.
Weapon Range Type S AP D Abilities Pts
Executioner pistol 12 Pistol 4 4 -1 1 You can re-roll wound rolls for attacks made with this weapon that target INFANTRY units.0
Melta bomb 4 Grenade 1 8 -4 D6 When resolving an attack made with this weapon against a VEHICLE unit, you can re-roll the wound roll.5
Neuro-gauntlet Melee Melee +1 -1 1 You can re-roll wound rolls for attacks made with this weapon.0
Power sword Melee Melee User -3 1 4
Execution Force
So long as your Warlord has the IMPERIUM keyword, you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. However, if you do so, that Detachment's Command Benefits are changed to 'None' unless that Detachment contains exactly 1 Vindicare Assassin, 1 Callidus Assassin, 1 Eversor Assassin and 1 Culexus Assassin.
Independent Operative
This model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this model can reveal its position - set it up anywhere on the battlefield that is more than 9" from any enemy models.
Lightning Reflexes
This model has a 4+ invulnerable save.
Bio-meltdown
If this model is reduced to 0 wounds, roll a D6 for each enemy unit that is within 6" of it before removing it from the battlefield. On a 4+ the enemy unit suffers D3 mortal wounds.
Sentinel Array
Each time an enemy unit falls back whilst within 1" of this model, this model can immediately make a shooting attack against that unit as if it were the Shooting phase.
Frenzon
When making a charge roll for this model, roll 3D6 rather than 2D6. In addition, add 2 to this model's Attacks characteristic if it charged in the preceding Charge phase.
Killing Rampage
Each time an enemy model is slain as the result of an attack made with a melee weapon by this model, this model can immediately make one additional attack against the same unit. These additional attacks cannot themselves generate further attacks. In addition, this model can consolidate up to 6" instead of up to 3".
Faction Keywords
IMPERIUM, OFFICIO ASSASSINORUM
Keywords
INFANTRY, CHARACTER, EVERSOR ASSASSIN

Vindicare Assassin - [ Elites ] - Power 5

Unit Composition
A Vindicare Assassin is a single model armed with one exitus pistol, one exitus rifle, and blind grenades.
Name M WS BS S T W A Ld Sv Pts
Vindicare Assassin 7 2+ 2+ 4 4 5 5 9 6+ 95 inc. wargear.
Weapon Range Type S AP D Abilities Pts
Blind grenade 12 Grenade D6 - - - This weapon does not inflict any damage (do not make wound rolls). Instead, if a unit is hit by any blind grenades, subtract 1 from all hit rolls for attacks made by that unit until the end of the turn.0
Exitus pistol 12 Pistol 1 4 -3 D3 Invulnerable saves can not be taken against attacks made with this weapon. This weapon wounds INFANTRY units on a 2+.0
Exitus rifle 72 Heavy 1 5 -3 D3 Invulnerable saves can not be taken against attacks made with this weapon. This weapon wounds INFANTRY units on a 2+.0
Execution Force
So long as your Warlord has the IMPERIUM keyword, you can include this unit in your army as part of a Vanguard Detachment even if that Detachment contains no HQ units. However, if you do so, that Detachment's Command Benefits are changed to 'None' unless that Detachment contains exactly 1 Vindicare Assassin, 1 Callidus Assassin, 1 Eversor Assassin and 1 Culexus Assassin.
Independent Operative
This model can never have a Warlord Trait. During deployment, you can set this model up in concealment instead of placing it on the battlefield. At the end of any of your movement phases, this model can reveal its position - set it up anywhere on the battlefield that is more than 9" from any enemy models.
Lightning Reflexes
This model has a 4+ invulnerable save.
Deadshot
This model can target a CHARACTER even if it is not the closest enemy unit. In addition, each time an unmodified wound roll of 6 is made for an attack with a ranged weapon by this model, the Damage for that attack is D6.
Faultless Aim
If this model remained stationary in its previous movement phase, it always hits on a 2+ when firing a ranged weapon, regardless of modifiers (hit rolls of 6 are still required when firing Overwatch.)
Head Shot
After this model has made an attack with a ranged weapon, roll one D6 if a model suffered damage from that attack but has not been slain. On a 3+, that model suffers 1 mortal wound, and if that model is not slain you can roll one more D6. This time, the model suffers 1 mortal wound on a 4+. Keep rolling one D6, increasing the result required to cause a mortal wound by 1 each time, until the model is slain or the roll is failed.
Spymask
Enemy models do not gain the bonus to their saving throws for being in cover against attacks made with ranged weapons by this model.
Stealth Suit
Subtract 1 from hit rolls for attacks made with ranged weapons that target this model. If this model is on or in a terrain feature, subtract 2 instead.
Faction Keywords
IMPERIUM, OFFICIO ASSASSINORUM
Keywords
INFANTRY, CHARACTER, VINDICARE ASSASSIN

Units: Orks

Battlewagon - [ Heavy Support ] - Power 8

Unit Composition
A Battlewagon is a single model.
Name M WS BS S T W A Ld Sv Pts
Battlewagon 12
9
6
5+ 5+ 8
6
4
7 16
(4-7)
(1-3)
6
D6
D3
7 4+ 120
Wargear Options
This model may take either a kannon, killkannon or zzap gun.
This model may take up to four big shootas.
This model may take an 'ard case and/or deff rolla.
This model may take items from the Battlewagon Equipment list. Each item can only be taken once.

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Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Clan Kulturs
If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain either a Clan Kultur or a Specialist Mob Subkultur, so long as every unit in that Detachment is from the same clan or mob. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.
Open-topped
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model Fell Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
'Ard Case
If this model is equipped with an 'ard case, its Toughness characteristic is increased by 1 and it loses the Open-topped ability. (0pts)
Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Mobile Fortress
This model ignores the penalty for moving and firing Heavy weapons.
Transport
This model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models. If this model is equipped with a killkannon, it can only transport 12 models.
Grot rigger
If a model has a grot rigger, the grot can attempt repairs at the end of your Movement phase. If they do so, roll a D6; on a 2+ this model regains 1 lost wound. A vehicle can only be repaired once each turn. (5pts)
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, TRANSPORT, BATTLEWAGON

Big Mek - [ HQ ] - Power 4

Unit Composition
A Big Mek is a single model armed with a slugga, choppa and stikkbombs. It may be accompanied by a Grot Oiler.
Name M WS BS S T W A Ld Sv Pts
Big Mek 5 3+ 5+ 5 4 4 3 7 4+ 55
Grot Oiler 5 5+ 4+ 2 2 1 1 4 6+ 4
Wargear Options
A Big Mek may replace its slugga and choppa with a shokk attack gun.
Alternatively, a Big Mek may replace its slugga and choppa with items from the Nob Weapons list.
A Big Mek without a shokk attack gun may take a kustom force field.

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This unit has army wide special rules

Big Mekaniak
At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 3". That model regains D3 lost wounds. A model can only be repaired once per turn.
Grot Oiler
Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound.
When rolling to wound this unit, use the Mek's Toughness while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
Kustom Force Field
If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it. If this model is embarked, the vehicle transporting it has a 5+ invulnerable save against ranged weapons instead. (20pts)
Faction Keywords
ORK, <CLAN>
Keywords
(Big Mek) CHARACTER, INFANTRY, BIG MEK
(Grot Oiler) INFANTRY, GRETCHIN, GROT OILER

Bonebreaka - [ Heavy Support ] - Power 9

Unit Composition
A Bonebreaka is a single model equipped with a deff rolla.
Name M WS BS S T W A Ld Sv Pts
Bonebreaka 12
9
6
5+ 5+ 8
6
4
8 16
(4-7)
(1-3)
6
D6
D3
7 4+ 140
Wargear Options
This model may take a kannon, killkannon or zzap gun.
This model may take up to four big shootas.
This model may take items from the Battlewagon Equipment list. Each item can only be taken once.

Show/Hide Unit's Weapons

Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Clan Kulturs
If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain either a Clan Kultur or a Specialist Mob Subkultur, so long as every unit in that Detachment is from the same clan or mob. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.
Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Bonebreaka Ram
Add D6 to the Attacks characteristic of this model in the Fight phase until the end of that phase if it made a charge move this turn.
Mobile Fortress
This model ignores the penalty for moving and firing Heavy weapons.
Transport
A Bonebreaka can transport 12 FLASH GITZ or INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
Grot rigger
If a model has a grot rigger, the grot can attempt repairs at the end of your Movement phase. If they do so, roll a D6; on a 2+ this model regains 1 lost wound. A vehicle can only be repaired once each turn. (5pts)
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, TRANSPORT, BONEBREAKA

Boss Zagstruk - [ HQ ] - Power 5

Unit Composition
Boss Zagstruk is a single model armed with Da Vulcha's Klaws, a slugga, choppa and blitz missiles. Only one of this model can be included in your army.
Name M WS BS S T W A Ld Sv Pts
Boss Zagstruk 12 2+ 5+ 6 4 6 6 7 4+ 88 inc. wargear
Weapon Range Type S AP D Abilities Pts
Blitz missiles 18 Assault 1 6 -1 D3 0
Choppa Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.0
Da Vulcha's Klaws Melee Melee +2 -3 D3 Each time the bearer fights, it can make no more than 3 attacks with this weapon.0
Slugga 12 Pistol 1 4 0 1 0

This unit has army wide special rules

Full Throttle
When this unit Advances, you can add 6" to its Move characteristic instead of rolling a dice, but if you do, roll a D6 for each model in this unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.
Cybork Body
Each time Boss Zagstruk loses a wound, roll a D6; on a 5+ that wound is not lost. You cannot make a Dok's Tools roll for this model if you do so.
Drill Boss
Friendly GOFF STORMBOYZ units automatically pass Morale tests while they are within 6" of Boss Zagstruk.
Stormboyz Strike
During deployment, you can set up this unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can plummet onto the battlefield - set them up anywhere on the battlefield, more than 9" away from any enemy models.
Faction Keywords
ORK, GOFF
Keywords
CHARACTER, INFANTRY, JUMP PACK, FLY, BOSS ZAGSTRUK

Boyz - [ Troops ] - Power 4

Unit Composition
This unit contains 10 Ork Boyz. It can include up to 10 additional Ork Boyz (Power Rating +3) or up to 20 additional Ork Boyz (Power Rating +7). A Boss Nob can take the place of one Ork Boy. Each model is armed with a slugga, choppa and stikkbombs.
Name M WS BS S T W A Ld Sv Pts
Ork Boy 5 3+ 5+ 4 4 1 2 6 6+ 7
Boss Nob 5 3+ 5+ 5 4 2 3 7 As unit As unit
Wargear Options
Any Ork Boy may replace its choppa and slugga with a shoota.
For every 10 models in the unit, one Ork Boy may take a tankbusta bomb.
For every 10 models in the unit, one Ork Boy may replace its choppa and slugga with a rokkit launcha or big shoota.
The Boss Nob may replace its slugga and choppa with items from the Nob Weapons list.

Show/Hide Unit's Weapons

This unit has army wide special rules

Dis Is Ours! Zog Off!
If your army is Battle-forged, all Troops units in ORK Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Green Tide
Add 1 to the Attacks characteristic of models in this unit while it contains 20 or more models.
Faction Keywords
ORK, <CLAN>
Keywords
INFANTRY, BOYZ

Burna Boyz - [ Elites ] - Power 3

Unit Composition
This unit contains 5 Burna Boyz. It can include up to 5 additional Burna Boyz (Power Rating +3) or up to 10 additional Burna Boyz (Power Rating +6). For every 5 models in the unit, a Spanner can take the place of one Burna Boy. Each Burna Boy is armed with a burna and stikkbombs. Each Spanner is armed with stikkbombs and either a kustom mega-blasta, big shoota or rokkit launcha.
Name M WS BS S T W A Ld Sv Pts
Burna Boy 5 3+ 5+ 4 4 1 2 6 6+ 10
Spanner 5 3+ 5+ 4 4 1 2 6 6+ As unit
Weapon Range Type S AP D Abilities Pts
Big shoota 36 Assault 3 5 0 1 5
Burna (melee) Melee Melee User -2 1 0
Burna (shooting) 8 Assault D3 4 0 1 Before a unit fires this weapon, roll once for the number of attacks and use this for all burnas fired by the unit until the end of the phase. This weapon automatically hits its target.
Kustom mega-blasta 24 Assault 1 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon's attacks have been resolved.9
Rokkit launcha 24 Assault 1 8 -2 3 12
Stikkbomb 6 Grenade D6 3 0 1 0

This unit has army wide special rules

Pyromaniaks
If this unit destroys an enemy unit in the Shooting phase, it automatically passes Morale tests until the start of your next turn.
Mekaniak
At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
Faction Keywords
ORK, <CLAN>
Keywords
INFANTRY, BURNA BOYZ

Dakkajet - [ Flyer ] - Power 7

Unit Composition
A Dakkajet is a single model equipped with four supa-shootas.
Name M WS BS S T W A Ld Sv Pts
Dakkajet 20-60
20-40
20-25
5+ 5+
6+
6+
6 6 12
(4-6)
(1-3)
3
D3
1
6 4+ 88
Wargear Options
This model may take two additional supa-shootas.
Weapon Range Type S AP D Abilities Pts
Supa-shoota 36 Assault 3 6 -1 1 10
Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Clan Kulturs
If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain either a Clan Kultur or a Specialist Mob Subkultur, so long as every unit in that Detachment is from the same clan or mob. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.
Airborne
This model cannot charge, can only be charged by units that can FLY, and can only attack or be attacked in the Fight phase by units that can FLY.
Hard to Hit
Subtract 1 from hit rolls for attacks that target this model in the Shooting phase.
All da Dakka
Add 1 to hit rolls for this model's attacks in the Shooting phase if all of those attacks target the same unit that phase.
Supersonic
Each time this model moves, first pivot it on the spot up to 90o (this does not contribute to how far the model moves), and then move the model straight forwards. Note that it cannot pivot again after the initial pivot. When this model Advances, increase its Move characteristic by 20" until the end of the phase - do not roll a dice.
Crash and Burn
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion, and each unit within 6" suffers D3 mortal wounds.
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, FLY, DAKKAJET

Deff Dreads - [ Heavy Support ] - Power 5

Unit Composition
This unit contains 1 Deff Dread. It can include 1 additional Deff Dread (Power Rating +5), or 2 additional Deff Dreads (Power Rating +11). Each Deff Dread is equipped with two big shootas and two Dread klaws.
Name M WS BS S T W A Ld Sv Pts
Deff Dread 6 3+ 5+ 5 7 8 2 7 3+ 45
Wargear Options
Any model may replace any of its big shootas and/or Dread klaws with a rokkit launcha, kustom mega-blasta, skorcha or Dread saw.
Weapon Range Type S AP D Abilities Pts
Big shoota 36 Assault 3 5 0 1 5
Dread klaw Melee Melee x2 -3 3 Each time the bearer fights, it can make 1 additional attack with each dread klaw it is equipped with.15
Dread saw Melee Melee +4 -2 2 Each time the bearer fights, it can make 1 additional attack with each dread saw it is equipped with.10
Kustom mega-blasta 24 Assault 1 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon's attacks have been resolved.9
Rokkit launcha 24 Assault 1 8 -2 3 12
Skorcha 8 Assault D6 5 -1 1 This weapon automatically hits its target.17
'Ere We Go
You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Clan Kulturs
If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain either a Clan Kultur or a Specialist Mob Subkultur, so long as every unit in that Detachment is from the same clan or mob. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.
Dread Mob
The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model from the unit. From that point onwards, each operates independently and is treated as a separate unit for all rules purposes.
Explodes
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, DEFF DREADS

Deffkilla Wartrike - [ HQ ] - Power 6

Unit Composition
A Deffkilla Wartrike is a single model equipped with a killa jet. The crew is armed with a snagga klaw and three twin boomstikks.
Name M WS BS S T W A Ld Sv Pts
Deffkilla Wartrike 14 2+ 5+ 5 6 8 5 7 4+ 120
Weapon Range Type S AP D Abilities Pts
Killa jet When attacking with this weapon, choose one of the profiles below.0
-Burna 8 Assault D6 5 -1 1 This weapon automatically hits its target.
-Cutta 8 Assault 2 8 -4 D6 If the target is within half range of this weapon, roll two dice when inflicting damage with it and discard the lowest result.
Snagga klaw (melee) Melee Melee +2 -2 D3 You can re-roll wound rolls for attacks made with this weapon.0
Snagga klaw (shooting) 8 Assault 1 4 0 1 You can re-roll wound rolls for attacks made with this weapon.
Twin boomstikk 12 Assault 2 5 0 1 If the target is within half range, add 1 to hit rolls for this weapon.0

This unit has army wide special rules

Speedwaaagh!
Friendly <CLAN> BIKER and VEHICLE units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Fuel-mixa Grot
Once per battle, when this model Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Explodes
If this model is reduced to 0 wounds, roll a D6. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Faction Keywords
ORK, <CLAN>
Keywords
CHARACTER, VEHICLE, SPEED FREEKS, SPEEDBOSS, DEFFKILLA WARTRIKE

Deffkoptas - [ Fast Attack ] - Power 2

Unit Composition
This unit contains 1 Deffkopta. It can include up to 2 additional Deffkoptas (Power Rating +3) or up to 4 additional Deffkoptas (Power Rating +6). Each model is equipped with a twin big shoota, slugga and spinnin' blades.
Name M WS BS S T W A Ld Sv Pts
Deffkopta 14 3+ 5+ 4 5 4 2 6 4+ 20
Wargear Options
Any model may replace its twin big shoota with kopta rokkits.
Weapon Range Type S AP D Abilities Pts
Kopta rokkits 24 Assault 2 8 -2 3 24
Slugga 12 Pistol 1 4 0 1 0
Spinnin' blades Melee Melee +1 -0 1 Make D3 hit rolls for each attack made with this weapon.0
Twin big shoota 36 Assault 6 5 0 1 10

This unit has army wide special rules

Turbo-boost
When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice.
Scoutin' Ahead
During deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases, they can swoop around to ambush the foe - set them up anywhere on the battlefield that is more than 9" away from any enemy models and within 14" of a battlefield edge.
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, FLY, SPEED FREEKS, DEFFKOPTAS

Ghazghkull Thraka - [ HQ ] - Power 12

Unit Composition
Ghazghkull Thraka is a single model armed with a twin big shoota, kustom klaw and stikkbombs. Only one of this model can be included in your army.
Name M WS BS S T W A Ld Sv Pts
Ghazghkull Thraka 5 2+ 5+ 6 6 8 5 8 2+ 235 (inc. wargear)
Weapon Range Type S AP D Abilities Pts
Kustom klaw Melee Melee x2 -3 3 0
Stikkbomb 6 Grenade D6 3 0 1 0
Twin big shoota 36 Assault 6 5 0 1 10

This unit has army wide special rules

Great Waaagh!
Friendly ORK INFANTRY units within 6" of Ghazghkull Thraka at the start of the Charge phase can charge even if they Advanced this turn. In addition, add 1 to the Attacks characteristic of models in friendly ORK INFANTRY units if they made a charge move this turn and Ghazghkull Thraka is within 6" of that unit when they are chosen to fight.
Prophet of Gork and Mork
Ghazghkull Thraka has a 4+ invulnerable save.
The Boss is Watchin'
If a friendly ORK unit fails a Morale test while it is within 6" of Ghazghkull Thraka, he can restore order with a brutal display of violence. If he does so, the unit suffers D3 mortal wounds but the Morale test is then considered to have been passed.
Faction Keywords
ORK, GOFF
Keywords
CHARACTER, INFANTRY, MEGA ARMOUR, WARBOSS, GHAZGHKULL THRAKA

Gretchin - [ Troops ] - Power 1

Unit Composition
This unit contains 10 Gretchin. It can include up to 10 additional Gretchin (Power Rating +1), or up to 20 additional Gretchin (Power Rating +3). Each model is armed with a grot blasta.
Name M WS BS S T W A Ld Sv Pts
Gretchin 5 5+ 4+ 2 2 1 1 4 6+ 3
Weapon Range Type S AP D Abilities Pts
Grot blasta 12 Pistol 1 3 0 1 0
Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Grots
Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the 'Grot Shields' Stratagem).
Dis Is Ours! Zog Off!
If your army is Battle-forged, all Troops units in ORK Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Surprisingly Dangerous in Large Numbers
Add 1 to hit rolls for attacks made by models in this unit while it contains 20 or more models.
Faction Keywords
ORK, <CLAN>
Keywords
INFANTRY, GRETCHIN

Killa Kans - [ Heavy Support ] - Power 2

Unit Composition
This unit contains 1 Killa Kan. It can include up to 2 additional Killa Kans (Power Rating +5), or up to 5 additional Killa Kans (Power Rating +12). Each Killa Kan is equipped with either a big shoota, rokkit launcha, grotzooka or skorcha, and either a buzz saw, kan klaw or drilla.
Name M WS BS S T W A Ld Sv Pts
Killa Kan 6 5+ 4+ 5 5 5 3 6 3+ 30

Show/Hide Unit's Weapons

Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Grots
Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the 'Grot Shields' Stratagem).
Scrag 'Em
Add 1 to the Attacks characteristic of models in this unit while it contains 3 or more models.
Explodes
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, GRETCHIN, KILLA KANS

Lootas - [ Heavy Support ] - Power 4

Unit Composition
This unit contains 5 Lootas. It can include up to 5 additional Lootas (Power Rating +4) or up to 10 additional Lootas (Power Rating +9). For every 5 models in the unit, a Spanner can take the place of one Loota. Each Loota is armed with a deffgun and stikkbombs. Each Spanner is armed with stikkbombs and either a kustom mega-blasta, big shoota or rokkit launcha.
Name M WS BS S T W A Ld Sv Pts
Loota 5 3+ 5+ 4 4 1 2 6 6+ 17
Spanner 5 3+ 5+ 4 4 1 2 6 6+ As unit
Weapon Range Type S AP D Abilities Pts
Big shoota 36 Assault 3 5 0 1 5
Deffgun 48 Heavy D3 7 -1 2 Each time this unit is chosen to shoot with, roll one D3 to determine the Type characteristic of all deffguns that models in this unit are equipped with when resolving those attacks.0
Kustom mega-blasta 24 Assault 1 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon's attacks have been resolved.9
Rokkit launcha 24 Assault 1 8 -2 3 12
Stikkbomb 6 Grenade D6 3 0 1 0

This unit has army wide special rules

Mekaniak
At the end of your Movement phase, a Spanner can repair a single friendly <CLAN> VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
Faction Keywords
ORK, <CLAN>
Keywords
INFANTRY, LOOTAS

Meganobz - [ Elites ] - Power 6

Unit Composition
This unit contains 1 Boss Meganob and 2 Meganobz. It can include up to 7 additional Meganobz (Power Rating +2 per model). Each model is armed with a kustom shoota, power klaw and stikkbombs.
Name M WS BS S T W A Ld Sv Pts
Meganob 4 3+ 5+ 5 4 3 3 6 2+ 20
Boss Meganob 4 3+ 5+ 5 4 3 3 7 As unit As unit
Wargear Options
Any model may replace its kustom shoota and power klaw with two killsaws.
Any model may replace its kustom shoota with a kombi-weapon with skorcha or kombi-weapon with rokkit launcha.
Weapon Range Type S AP D Abilities Pts
Killsaw Melee Melee x2 -4 2 When attacking with this weapon, you must subtract 1 from the hit roll. If a model is armed with two killsaws, add 1 to its Attacks characteristic.15 (23 for 2)
Kombi-weapon with rokkit launcha When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.12
-Rokkit launcha 24 Assault 1 8 -2 3
-Shoota 18 Assault 2 4 0 1
Kombi-weapon with skorcha When attacking with this weapon, choose one or both of the profiles below. If you choose both, subtract 1 from all hit rolls.17
-Shoota 18 Assault 2 4 0 1
-Skorcha 8 Assault D6 5 -1 1 This weapon automatically hits its target.
Kustom shoota 18 Assault 4 4 0 1 2
Power klaw Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.13
Stikkbomb 6 Grenade D6 3 0 1 0

This unit has army wide special rules

Keepin' Order
Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> units with this ability when the Morale test is taken. On a 6 that model does not flee.
Faction Keywords
ORK, <CLAN>
Keywords
INFANTRY, MEGA ARMOUR, NOBZ, MEGANOBZ

Mek - [ Elite ] - Power 2

Unit Composition
A Mek is a single model armed with a kustom mega-slugga, choppa and stikkbombs. It may be accompanied by a Grot Oiler.
Name M WS BS S T W A Ld Sv Pts
Mek 5 3+ 5+ 4 4 3 2 6 6+ 22
Grot Oiler 5 5+ 4+ 2 2 1 1 4 6+ 4
Wargear Options
This model may replace its choppa with a killsaw.
Weapon Range Type S AP D Abilities Pts
Choppa Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.0
Killsaw Melee Melee x2 -4 2 When attacking with this weapon, you must subtract 1 from the hit roll. If a model is armed with two killsaws, add 1 to its Attacks characteristic.15 (23 for 2)
Kustom mega-slugga 12 Pistol 1 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon's attacks have been resolved.7
Stikkbomb 6 Grenade D6 3 0 1 0

This unit has army wide special rules

Mekaniak
At the end of your Movement phase, this model can repair a single friendly <CLAN> VEHICLE model within 1". That model regains 1 lost wound. A model can only be repaired once per turn.
Grot Oiler
Once per battle, a Grot Oiler can assist its master in making repairs. If it does so, the model being repaired regains 1 additional lost wound.
When rolling to wound this unit, use the Mek's Toughness while it is on the battlefield. The death of a Grot Oiler is ignored for the purposes of Morale tests. The Grot Oiler is considered to have the CHARACTER keyword for the purposes of shooting attacks.
Faction Keywords
ORK, <CLAN>
Keywords
(Big Mek) CHARACTER, INFANTRY, MEK
(Grot Oiler) INFANTRY, GRETCHIN, GROT OILER

Mek Gunz - [ Heavy Support ] - Power 2

Unit Composition
This unit contains 1 Mek Gun and 6 grot krew, one manning the weapon and five standing alongside it. It can include up to 5 additional Mek Gunz and their krew (Power Rating +2 per Mek Gun). Each Mek Gun is equipped with either a bubblechukka, kustom mega-kannon, smasha gun or traktor kannon.
Name M WS BS S T W A Ld Sv Pts
Mek Gun 3 5+ 4+ 2 5 6 6 4 5+ 15
Weapon Range Type S AP D Abilities Pts
Bubblechukka 48 Heavy D6 D6 -D6 D6 30
Kustom mega-kannon 36 Heavy D6 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon's attacks have been resolved.45
Smasha gun 48 Heavy D3 - -4 D6 Instead of making a wound roll for this weapon, roll 2D6. If the result is equal to or greater than the target's Toughness, the attack successfully wounds.18
Traktor kannon 48 Heavy 1 8 -2 D6 This weapon automatically hits its target. If the target is an enemy VEHICLE unit that can FLY, roll two dice when inflicting damage with this weapon and discard the lowest result. If a VEHICLE unit that can FLY is destroyed by this weapon, the model automatically crashes and burns (or its equivalent) - do not roll a dice.30
Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Grots
Units comprised entirely of GRETCHIN cannot benefit from any Clan Kultur. In addition, Ork Stratagems can only be used on these units if the Stratagem explicitly states so (e.g. the 'Grot Shields' Stratagem).
Grot Krew
Each Mek Gun and its grot krew are treated as a single model for all rules purposes. The krew must remain within 1" of their Mek Gun and cannot be targeted or attacked separately. The range and visibility of all attacks made by a Mek Gun are measured from the Mek Gun, not the krew.
Mek Gunz
The first time this unit is set up on the battlefield, all of its Mek Gunz must be placed within 6" of at least one other Mek Gun, and with each grot krew within 1" of their Mek Gun. From that point onwards, each Mek Gun operates independently and is treated as a separate unit for all rules purposes.
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, ARTILLERY, GRETCHIN, MEK GUNZ

Morkanaut - [ Heavy Support ] - Power 15

Unit Composition
A Morkanaut is a single model equipped with a kustom mega-blasta, two twin big shootas, two rokkit launchas, a kustom mega-zappa and a klaw of Gork (or possibly Mork).
Name M WS BS S T W A Ld Sv Pts
Morkanaut 8
6
4
3+
4+
5+
5+ 8 8 18
(5-9)
(1-4)
4
3
2
7 3+ 220
Wargear Options
This model may take a kustom force field.
Weapon Range Type S AP D Abilities Pts
Klaw of Gork (or possibly Mork) When attacking with this weapon, choose one of the profiles below.0
-Crush Melee Melee x2 -4 D6
-Smash Melee Melee User -2 2 Make 3 hit rolls for each attack made with this weapon.
Kustom mega-blasta 24 Assault 1 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon's attacks have been resolved.9
Kustom mega-zappa 36 Heavy 3D3 8 -3 D6 If you roll one or more unmodified hit rolls of 1, the bearer suffers 1 mortal wound after all of this weapon's attacks have been resolved.17
Rokkit launcha 24 Assault 1 8 -2 3 12
Twin big shoota 36 Assault 6 5 0 1 10
'Ere We Go
You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Clan Kulturs
If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain either a Clan Kultur or a Specialist Mob Subkultur, so long as every unit in that Detachment is from the same clan or mob. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.
Big 'n' Stompy
This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. In addition, this model can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, this model only gains a bonus to its save for being in cover if at least half of the model is obscured from the firer.
Kustom Force Field
If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it. If this model is embarked, the vehicle transporting it has a 5+ invulnerable save against ranged weapons instead. (20pts)
Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 9" suffers D6 mortal wounds.
Transport
This model can transport 6 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, TRANSPORT, MORKANAUT

Nob With Waaagh! Banner - [ Elites ] - Power 4

Unit Composition
A Nob with Waaagh! Banner is a single model armed with a Waaagh! banner, kustom shoota, choppa and stikkbombs.
Name M WS BS S T W A Ld Sv Pts
Nob With Waaagh! Banner 5 3+ 5+ 5 4 4 3 6 4+ 75
Wargear Options
This model may take a power klaw.
Weapon Range Type S AP D Abilities Pts
Choppa Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.0
Kustom shoota 18 Assault 4 4 0 1 2
Power klaw Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.13
Stikkbomb 6 Grenade D6 3 0 1 0
Waaagh! banner Melee Melee +2 0 2 0

This unit has army wide special rules

Waaagh! Banner
Add 1 to hit rolls in the Fight phase for attacks made by <CLAN> units while they are within 6" of any friendly Nobs with Waaagh! Banners.
Keepin' Order
Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> units with this ability when the Morale test is taken. On a 6 that model does not flee.
Faction Keywords
ORK, <CLAN>
Keywords
CHARACTER, INFANTRY, NOB

Nobz - [ Elites ] - Power 7

Unit Composition
This unit contains 1 Boss Nob and 4 Nobz. It can include up to 5 additional Nobz (Power Rating +7). Each Nob and Boss Nob is armed with a slugga, choppa and stikkbombs. For every 5 Nobz and/or Boss Nobz in the unit, it may be accompanied by 1 Ammo Runt.
Name M WS BS S T W A Ld Sv Pts
Nob 5 3+ 5+ 5 4 2 3 6 4+ 14
Boss Nob 5 3+ 5+ 5 4 2 3 7 As unit As unit
Ammo Runt 5 5+ 4+ 2 2 1 1 4 6+ 4
Wargear Options
Any model may replace its slugga and choppa with items from the Nob Weapons list.
For every 5 Nobz and/or Boss Nobz in the unit, one Nob or Boss Nob may have a Cybork body.

Show/Hide Unit's Weapons

This unit has army wide special rules

Ammo Runt
Each time this unit shoots, you can re-roll one hit roll for each Ammo Runt accompanying it. When rolling to wound this unit, use the Nobz' or Boss Nob's Toughness while they are on the battlefield. The death of an Ammo Runt is ignored for the purposes of Morale tests.
Keepin' Order
Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> units with this ability when the Morale test is taken. On a 6 that model does not flee.
Cybork Body
Each time a model with a Cybork body loses a wound, roll a D6; on a 6 that wound is not lost. You cannot make a Dok's Tools roll for this model if you do so.
Faction Keywords
ORK, <CLAN>
Keywords
(Nobz) INFANTRY, NOBZ
(Ammo Runts) INFANTRY, GRETCHIN, AMMO RUNTS

Nobz on Warbikes - [ Elites ] - Power 7

Unit Composition
This unit contains 1 Boss Nob on Warbike and 2 Nobz on Warbikes. It can include up to 3 additional Nobz on Warbikes (Power Rating +7), or up to 6 additional Nobz on Warbikes (Power Rating +12). Each model is armed with a choppa, and rides a warbike equipped with two dakkaguns.
Name M WS BS S T W A Ld Sv Pts
Nob on Warbike 14 3+ 5+ 5 5 3 3 6 4+ 33
Boss Nob on Warbike 14 3+ 5+ 5 5 3 3 7 As unit As unit
Wargear Options
Any model may take a slugga and/or stikkbombs.
Any model may replace its choppa and slugga with items from the Nob Weapons list.

Show/Hide Unit's Weapons

This unit has army wide special rules

Keepin' Order
Roll a D6 for each model that flees from a <CLAN> unit that is within 3" of any friendly <CLAN> units with this ability when the Morale test is taken. On a 6 that model does not flee.
Faction Keywords
ORK, <CLAN>
Keywords
BIKER, SPEED FREEKS, NOBZ

Painboy - [ Elites ] - Power 3

Unit Composition
A Painboy is a single model armed with an 'urty syringe and power klaw.
Name M WS BS S T W A Ld Sv Pts
Painboy 5 3+ 5+ 5 4 4 4 6 6+ 52
Weapon Range Type S AP D Abilities Pts
'Urty syringe Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon. This weapon always wounds on a 4+ unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.0
Power klaw Melee Melee x2 -3 D3 When attacking with this weapon, you must subtract 1 from the hit roll.13
Sawbonez
At the end of your Movement phase, this model can attempt surgery on a single friendly <CLAN> INFANTRY or BIKER model within 1" of it. If it does so, roll a D6 to determine if the surgery is successful. On a 1 the surgery fails and the model you were attempting to heal loses a wound. On a 2+ the surgery succeeds and that model regains D3 lost wounds. A model can only be the target of a surgery attempt once per turn.
Dok's Tools
Roll a D6 each time a <CLAN> INFANTRY or BIKER unit loses a wound while it is within 3" of any friendly <CLAN> PAINBOYZ . On a 6 that unit does not lose that wound.
Grot Orderly
Once per battle, you can re-roll the dice when this model is attempting to heal a model using its Sawbonez ability, either when determining if the surgery is successful or when determining the number of lost wounds regained.
Faction Keywords
ORK, <CLAN>
Keywords
CHARACTER, INFANTRY, PAINBOY

Stompa - House Ruled - [ Lord Of War ] - Power 46

Unit Composition
A Stompa is a single model equipped with three big shootas, a twin big shoota, three supa-rokkits, a skorcha and stompy feet.
Name M WS BS S T W A Ld Sv Pts
Stompa - House Ruled 12
8
4
3+
4+
5+
5+ 10 8 40
(11-20)
(1-10)
6
4
2
8 3+ 600
Wargear Options
A Stompa must take two weapons from the following list in any combination: A) deffkannon & supa-gatler, B) lifta-droppa, C) stompa kombat weapon
Can take up to 4 grot sponsons.
Can take the Gaze Of Mork (traktor kannon).
Can take either a belly gun or a supercharged engine (either one removes the Stompa's transport capacity and transport keyword).
Can take a kustom force field.

Show/Hide Unit's Weapons

'Ere We Go
You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Clan Kulturs
If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain either a Clan Kultur or a Specialist Mob Subkultur, so long as every unit in that Detachment is from the same clan or mob. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.
Bigger 'n' Stompier
This model can Fall Back in the Movement phase and still shoot and/or charge in the same turn. When this model Falls Back, it can move over enemy INFANTRY and SWARM models, though it must end its move more than 1" from any enemy units. In addition, this model can move and fire Heavy weapons without suffering the penalty to its hit rolls. Finally, this model only gains a bonus to its saving throws for being in cover if at least half of the model is obscured from the firer.
Stompa Rigger Crew
This model's grot riggers can attempt repairs at the end of your Movement phase. If they do so, roll a D6; on a 2+ this model regains D3 lost wounds. A model can only be repaired once each turn.
Psycho-Dakka-Blasta!
In your Shooting phase, after firing this model's supa-gatler for the first time that phase, you can attempt to fire it a second time by rolling a D6; on a 1 the weapon's ammo has been expended, and it cannot be used for the rest of the battle. On a 2+ you can fire the supa-gatler a second time that phase, and after resolving those attacks, you can then attempt to fire the weapon a third time by rolling a D6; on a 4 or less the weapon's ammo has been expended, and it cannot be used for the rest of the battle. On a 5+ you can fire the supa-gatler a third time that phase.
Effigy
You can re-roll Morale tests for friendly ORK units while they are within 6" of this model.
Supercharged Engine
If this model is equipped with a supercharged engine, double the number of wounds it actually has remaining whenever you are consulting the chart to determine its move characteristic. (10pts)
Kustom Force Field
If this model is equipped with a kustom force field, friendly ORK units have a 5+ invulnerable save against attacks made with ranged weapons while they are wholly within 9" of it. If this model is embarked, the vehicle transporting it has a 5+ invulnerable save against ranged weapons instead. (20pts)
Transport
This model can transport 20 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, TRANSPORT, TITANIC, STOMPA

Stormboyz - [ Fast Attack ] - Power 3

Unit Composition
This unit contains 5 Stormboyz. It can include up to 5 additional Stormboyz (Power Rating +2), up to 15 additional Stormboyz (Power Rating +6), or up to 25 additional Stormboyz (Power Rating +11). A Boss Nob can take the place of one Stormboy. Each model is armed with a slugga, choppa and stikkbombs.
Name M WS BS S T W A Ld Sv Pts
Stormboy 12 3+ 5+ 4 4 1 2 6 6+ 9
Boss Nob 12 3+ 5+ 5 4 2 3 7 As unit As unit
Wargear Options
The Boss Nob may replace his slugga and choppa with items from the Nob Weapons list.

Show/Hide Unit's Weapons

This unit has army wide special rules

Full Throttle
When this unit Advances, you can add 6" to its Move characteristic instead of rolling a dice, but if you do, roll a D6 for each model in this unit at the end of the phase; for each roll of 1, the unit suffers 1 mortal wound.
Stormboyz Strike
During deployment, you can set up this unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases this unit can plummet onto the battlefield - set them up anywhere on the battlefield, more than 9" away from any enemy models.
Faction Keywords
ORK, <CLAN>
Keywords
INFANTRY, JUMP PACK, FLY, STORMBOYZ

Tankbustas - [ Elites ] - Power 4

Unit Composition
This unit contains 5 Tankbustas. It can include up to 5 additional Tankbustas (Power Rating +4) or up to 10 additional Tankbustas (Power Rating +9). A Boss Nob can take the place of one Tankbusta. For every 5 Tankbustas and/or Boss Nobz in the unit, it may be accompanied by up to 2 Bomb Squigs. Each Tankbusta and Boss Nob is armed with a rokkit launcha, stikkbombs and tankbusta bombs. Each Bomb Squig carries a squig bomb.
Name M WS BS S T W A Ld Sv Pts
Tankbusta 5 3+ 5+ 4 4 1 2 6 6+ 5
Boss Nob 5 3+ 5+ 5 4 2 3 7 As unit As unit
Bomb Squig 5 2+ 2+ 3 4 1 1 4 6+ 10
Wargear Options
For every five Tankbustas and/or Boss Nobz in the unit, one Tankbusta may replace their rokkit launcha with a tankhammer.
For every five Tankbustas and/or Boss Nobz in the unit, one Tankbusta may replace their rokkit launcha with a pair of rokkit pistols.
Weapon Range Type S AP D Abilities Pts
Pair of rokkit pistols 12 Pistol 2 7 -2 D3 12
Rokkit launcha 24 Assault 1 8 -2 3 12
Squig bomb 18 Assault 1 8 -2 D6 This weapon cannot target units that can FLY. After making an attack with this weapon, the bearer is slain.0
Stikkbomb 6 Grenade D6 3 0 1 0
Tankbusta bomb 6 Grenade D3 8 -2 D6 0
Tankhammer Melee Melee Each time the bearer fights, it can only make a single attack with this weapon. If the attack hits, the target suffers D3 mortal wounds and the bearer is slain.10

This unit has army wide special rules

Tank Hunters
You can re-roll hit rolls for attacks made by this unit that target VEHICLE units.
Bomb Squig
The death of a Bomb Squig is ignored for the purposes of Morale tests.
Faction Keywords
ORK, <CLAN>
Keywords
(Tankbustas) INFANTRY, TANKBUSTAS
(Bomb Squigs) INFANTRY, SQUIG, BOMB SQUIGS

Trukk - [ Transport ] - Power 3

Unit Composition
A Trukk is a single model equipped with a big shoota.
Name M WS BS S T W A Ld Sv Pts
Trukk 12
8
6
5+ 5+ 6
5
4
6 10
(3-5)
(1-2)
3 6 4+ 59
Wargear Options
This model may take a wreckin' ball or grabbin' klaw.
This model may take a stikkbomb chukka.
Weapon Range Type S AP D Abilities Pts
Big shoota 36 Assault 3 5 0 1 5
Grabbin' klaw Melee Melee User -3 D3 Each time the bearer fights, it can only make a single attack with this weapon.5
Stikkbomb chukka 12 Assault D6 3 0 1 This weapon can only be fired if a unit is embarked within the vehicle equipped with it.5
Wreckin' ball Melee Melee +2 -1 2 Each time the bearer fights, it can make no more than 3 attacks with this weapon.3
Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Clan Kulturs
If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain either a Clan Kultur or a Specialist Mob Subkultur, so long as every unit in that Detachment is from the same clan or mob. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.
Open-topped
Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model Fell Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on.
Ramshackle
Roll a D6 each time this model suffers damage from an attack that has a Damage characteristic of more than 1. On a 6 reduce the damage caused by the attack to 1.
Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Transport
This model can transport 12 FLASH GITZ or <CLAN> INFANTRY models. Each MEGA ARMOUR or JUMP PACK model takes the space of two other models.
Faction Keywords
ORK, <CLAN>
Keywords
VEHICLE, TRANSPORT, TRUKK

Warbikers - [ Fast Attack ] - Power 4

Unit Composition
This unit contains 3 Warbikers. It can include up to 3 additional Warbikers (Power Rating +3), up to 6 additional Warbikers (Power Rating +7) or up to 9 additional Warbikers (Power Rating +10). A Boss Nob on Warbike can take the place of one Warbiker. Each model rides a warbike equipped with two dakkaguns.
Name M WS BS S T W A Ld Sv Pts
Warbiker 14 3+ 5+ 4 5 2 2 6 4+ 23
Boss Nob on Warbike 14 3+ 5+ 5 5 3 3 7 As unit As unit
Wargear Options
Any model may take a slugga and/or choppa.
The Boss Nob on Warbike may replace his choppa and slugga with items from the Nob Weapons list.
Any model may take stikkbombs.

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This unit has army wide special rules

Faction Keywords
ORK, <CLAN>
Keywords
BIKER, SPEED FREEKS, WARBIKERS

Warboss - [ HQ ] - Power 4

Unit Composition
A Warboss is a single model armed with a kombi-weapon with rokkit launcha, power klaw, two sluggas and stikkbombs.
Name M WS BS S T W A Ld Sv Pts
Warboss 5 2+ 5+ 6 5 6 4 8 4+ 65
Wargear Options
This model may replace its kombi-weapon with rokkit launcha with a weapon from the Shooty Weapons list.
This model may replace its power klaw with a big choppa.
This model may take an attack squig.

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This unit has army wide special rules

Waaagh!
Friendly <CLAN> INFANTRY units within 6" of this model at the start of the Charge phase can charge even if they Advanced this turn.
Breakin' Heads
If a <CLAN> unit fails a Morale test while it is within 3" of a friendly <CLAN> WARBOSS, the Warboss can restore order with a brutal display of violence. If they do so, the unit suffers D3 mortal wounds but the Morale test is then considered to have been passed.
Faction Keywords
ORK, <CLAN>
Keywords
CHARACTER, INFANTRY, WARBOSS

Weirdboy - [ HQ ] - Power 3

Unit Composition
A Weirdboy is a single model armed with a Weirdboy staff.
Name M WS BS S T W A Ld Sv Pts
Weirdboy 5 3+ 5+ 5 4 4 3 6 6+ 62
Weapon Range Type S AP D Abilities Pts
Weirdboy staff Melee Melee +2 -1 D3 0

This unit has army wide special rules

Waaagh! Energy
Add 1 to Psychic tests taken for this model for every 10 ORK models (excluding GRETCHIN) within 10" of it when the roll is made, to a maximum of +3. If the result of the test is 12+ this model immediately suffers Perils of the Warp.
Psyker
This model can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and either one psychic power from the Power of the Waaagh! discipline or the psychic power of its own clan.
Faction Keywords
ORK, <CLAN>
Keywords
CHARACTER, INFANTRY, PSYKER, WEIRDBOY

Units: Space Marines

Apothecary - [ Elite ] - Power 3

Unit Composition
An Apothecary is a single model equipped with: bolt pistol; chainsword; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Apothecary 6 3+ 3+ 4 4 4 3 8 3+ 50
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Chainsword Melee Melee User 0 1 When the bearer fights, it makes 1 additional attack with this weapon.0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0

This unit has army wide special rules

Narthecium
At the end of your Movement phase, this model can provide medical attention to one friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit within 3" of it. If that unit contains a model that has lost any wounds, that model regains up to D3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 4+ you can return one destroyed model from that unit to the battlefield with 1 wound remaining, placing it within 3" of this model and in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield). On a 3 or less, this model cannot shoot, charge or fight this turn as it recovers the gene-seed of the fallen warrior. Each unit can only be provided medical attention once per turn.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
CHARACTER, INFANTRY, APOTHECARY

Assault Squad - [ Fast Attack ] - Power 4

Unit Composition
This unit contains 1 Space Marine Sergeant and 4 Space Marines. It can additionally contain up to 5 Space Marines (Power Rating +3). Every model is equipped with: bolt pistol; chainsword; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Space Marine 6 3+ 3+ 4 4 1 1 7 3+ 12
Space Marine Sergeant 6 3+ 3+ 4 4 1 2 8 3+ As unit
Wargear Options
The Space Marine Sergeant can be equipped with one of the following instead of 1 bolt pistol: 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
The Space Marine Sergeant can be equipped with 1 weapon from the Melee Weapons list instead of 1 chainsword.
The Space Marine Sergeant can have a combat shield (+1pt).
The Space Marine Sergeant can additionally be equipped with melta bombs.
Up to 2 Space Marines can be equipped with 1 plasma pistol instead of 1 bolt pistol, or 1 flamer instead of 1 bolt pistol and 1 chainsword.
For every 5 models this unit contains, 1 model can be equipped with 1 eviscerator instead of 1 bolt pistol and 1 chainsword.
Every model can have a jump pack (+3pts per model / Power Rating +1 if this unit contains 5 models, or Power Rating +2 otherwise). If a model has a jump pack, it has a Move characteristic of 12" and gains the FLY and JUMP PACK keywords.

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This unit has army wide special rules

Combat Shield
A model with a combat shield has a 5+ invulnerable save.
Jump Pack Assault
If every model in this unit has a jump pack, then during deployment you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Combat Squads
If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
INFANTRY, ASSAULT SQUAD

Captain - [ HQ ] - Power 5

Unit Composition
A Captain is a single model equipped with: bolt pistol; master-crafted boltgun; chainsword; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Captain 6 2+ 2+ 4 4 5 4 9 3+ 74
Wargear Options
This model can be equipped with one of the following instead of 1 master-crafted boltgun: 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
This model can be equipped with one of the following instead of 1 chainsword: 1 relic blade; 1 weapon from the Melee Weapons list.
This model can have a storm shield instead of being equipped with 1 chainsword.
This model can have a jump pack (Power Rating +1 / +19pts). If a model has a jump pack, it has a Move characteristic of 12" and gains the FLY and JUMP PACK keywords.

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This unit has army wide special rules

Rites Of Battle
Re-roll hit rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS)
Iron Halo
This model has a 4+ invulnerable save.
Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
CHARACTER, INFANTRY, CAPTAIN

Chaplain - [ HQ ] - Power 4

Unit Composition
A Chaplain is a single model equipped with: bolt pistol; crozius arcanum; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Chaplain 6 2+ 3+ 4 4 4 3 9 3+ 72
Wargear Options
This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 power fist; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
This model can have a jump pack (Power Rating +1 / +18pts). If a model has a jump pack, it has a Move characteristic of 12" and gains the FLY and JUMP PACK keywords.
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Crozius arcanum Melee Melee +1 -1 2 0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0

This unit has army wide special rules

Spiritual Leaders
Friendly <CHAPTER> units can use this model's Leadership characteristic instead of their own whilst they are within 6" of this model.
Rosarius
This model has a 4+ invulnerable save.
Priest
This model knows the Litany of Hate and one litany from the Litanies of Battle. In addition, if your army is battle-forged and all units in the detachment are from the same Chapter, the model also knows any and all Chapter Litanies of its (or its founding) Chapter.
At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.
Litany Of Hate
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
CHARACTER, INFANTRY, PRIEST, CHAPLAIN

Company Ancient - [ Elite ] - Power 4

Unit Composition
A Company Ancient is a single model equipped with: bolt pistol; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Company Ancient 6 3+ 3+ 4 4 4 3 8 3+ 63
Wargear Options
This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0

This unit has army wide special rules

Astartes Banner
Add 1 to the Leadership characteristic of <CHAPTER> units whilst they are within 6" of any friendly <CHAPTER> ANCIENTS. When a <CHAPTER> INFANTRY or <CHAPTER> BIKER model is destroyed within 6" of any friendly <CHAPTER> ANCIENTS, roll one D6 before removing that model from play. On a 4+ that model can either shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
CHARACTER, INFANTRY, ANCIENT, COMPANY ANCIENT

Company Veterans - [ Elites ] - Power 3

Unit Composition
This unit contains 1 Veteran Sergeant and 1 Space Marine Veteran. It can additionally contain up to 3 Space Marine Veterans (Power Rating +5). Every model is equipped with: bolt pistol; chainsword; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Space Marine Veteran 6 3+ 3+ 4 4 1 2 8 3+ 14
Veteran Sergeant 6 3+ 3+ 4 4 1 3 9 3+ As unit
Wargear Options
The Veteran Sergeant can be equipped with up to 2 weapons from the Sergeant Weapons list instead of 1 bolt pistol and 1 chainsword.
Any model can be equipped with one of the following instead of 1 bolt pistol: 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
Any Space Marine Veteran can be equipped with one of the following instead of 1 chainsword: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list; 1 weapon from the Special Weapons list.
Any model can have a storm shield instead of being equipped with 1 bolt pistol or 1 chainsword.

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This unit has army wide special rules

Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS)
Command Squad Bodyguard
When a friendly CHARACTER model within 3" of this unit would lose any wounds as a result of an attack made against that model, this unit can attempt to intercept that attack. Roll one D6; on a 2+ that model does not lose those wounds and this unit suffers 1 mortal wound for each of those wounds. Only one attempt can be made to intercept each attack.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
INFANTRY, COMPANY VETERANS

Devastator Squad - [ Heavy Support ] - Power 6

Unit Composition
This unit contains 1 Space Marine Sergeant and 4 Space Marines. It can additionally contain up to 5 Space Marines (Power Rating +3). Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Space Marine 6 3+ 3+ 4 4 1 1 7 3+ 12
Space Marine Sergeant 6 3+ 3+ 4 4 1 2 8 3+ As unit
Wargear Options
The Space Marine Sergeant can be equipped with up to 2 weapons from the Sergeant Weapons list instead of 1 boltgun.
Up to four Space Marines can be equipped with 1 weapon from the Heavy Weapons list instead of 1 boltgun.
The Space Marine Sergeant can have an Armorium Cherub for +5pts.

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This unit has army wide special rules

Signum
When you choose this unit to shoot with in your Shooting phase, you can select one Space Marine in this unit that is within 3" of this unit's Space Marine Sergeant. The selected model has a Ballistic Skill characteristic of 2+ until the end of that phase.
Armorium Cherub
If a Space Marine Sergeant in this unit has an Armorium Cherub, then after a model in this unit shoots with a ranged weapon, that Armorium Cherub can reload that model's weapon. If it does, that Armorium Cherub is removed from play and that model can immediately shoot with that ranged weapon again. An Armorium Cherub is represented by an Armorium Cherub model, but does not count as a model for any rules purposes. Whilst a unit with an Armorium Cherub is on the battlefield, that Armorium Cherub must be within 2" of it.
Combat Squads
If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
INFANTRY, DEVASTATOR SQUAD

Dreadnought - [ Elites ] - Power 5

Unit Composition
A Dreadnought is a single model equipped with: assault cannon; storm bolter; Dreadnought combat weapon.
Name M WS BS S T W A Ld Sv Pts
Dreadnought 6 3+ 3+ 6 7 8 4 8 3+ 60
Wargear Options
This model may replace its assault cannon with one of the following: Heavy plasma cannon; Helfrost cannon (Space Wolves only); Multi-melta; Twin lascannon;
This model may replace its Dreadnought combat weapon and storm bolter with 1 missile launcher.
This model may replace its storm bolter with 1 heavy flamer.
This model may replace its Dreadnought combat weapon with a great wolf claw (Space Wolves only).

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This unit has army wide special rules

Explodes
When this model is destroyed, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, DREADNOUGHT

Drop Pod - [ Transport ] - Power 3

Unit Composition
A Drop Pod is a single model equipped with either a storm bolter or a deathwind launcher.
Name M WS BS S T W A Ld Sv Pts
Drop Pod 0 - 3+ 6 6 8 0 8 3+ 63
Weapon Range Type S AP D Abilities Pts
Deathwind launcher 12 Assault D6 5 0 1 5
Storm bolter 24 Rapid Fire 2 4 0 1 2

This unit has army wide special rules

Drop Pod Assault
During deployment, you can set up this model, along with any units embarked aboard it, in orbit instead Of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battle?eld that is more than 9" away from any enemy models. Any models embarked aboard it must immediately disembark, and must be set up more than 9" away from any enemy models (if a model cannot be placed in this way, it is destroyed).
This model and any units embarked aboard it are exempt from the Tactical Reserves matched play rule, except that if it and any units embarked aboard it have not arrived on the battlefield by the end of the third battle round, they count as having been destroyed.
Immobile
After this model has been set up on the battlefield it cannot move for any reason, and no units can embark aboard it.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Transport
This model has a transport capacity of 10 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, CENTURION or WULFEN models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, TRANSPORT, DROP POD

Land Raider - [ Heavy Support ] - Power 15

Unit Composition
A Land Raider is a single model equipped with: twin heavy bolter; 2 twin lascannons.
Name M WS BS S T W A Ld Sv Pts
Land Raider 10
5
3
6+ 3+
4+
5+
8 8 16
(5-8)
(1-4)
6
D6
1
9 2+ 180
Wargear Options
This model can additionally be equipped with 1 hunter-killer missile.
This model can additionally be equipped with 1 storm bolter.
This model can additionally be equipped with 1 multi-melta.
Weapon Range Type S AP D Abilities Pts
Hunter-killer missile 48 Heavy 1 8 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.6
Multi-melta 24 Heavy 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.22
Storm bolter 24 Rapid Fire 2 4 0 1 2
Twin heavy bolter 36 Heavy 6 5 -1 1 17
Twin lascannon 48 Heavy 2 9 -3 D6 40

This unit has army wide special rules

Power Of The Machine Spirit
This model does not suffer the penalty for moving and firing Heavy weapons.
Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Transport
This model has a transport capacity of 10 <CHAPTER> INFANTRY models. Each JUMP PACK, TERMINATOR or WULFEN model takes the space of two other models and each CENTURION model takes the space of three other models. It cannot transport PRIMARIS models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, TRANSPORT, LAND RAIDER

Land Raider Crusader - [ Heavy Support ] - Power 14

Unit Composition
A Land Raider Crusader is a single model equipped with: 2 hurricane bolters; twin assault cannon.
Name M WS BS S T W A Ld Sv Pts
Land Raider Crusader 10
5
3
6+ 3+
4+
5+
8 8 16
(5-8)
(1-4)
6
D6
1
9 2+ 200
Wargear Options
This model can additionally be equipped with 1 hunter-killer missile.
This model can additionally be equipped with 1 storm bolter.
This model can additionally be equipped with 1 multi-melta.
Weapon Range Type S AP D Abilities Pts
Hunter-killer missile 48 Heavy 1 8 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.6
Hurricane bolter 24 Rapid Fire 6 4 0 1 10
Multi-melta 24 Heavy 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.22
Storm bolter 24 Rapid Fire 2 4 0 1 2
Twin assault cannon 24 Heavy 12 6 -1 1 44

This unit has army wide special rules

Power Of The Machine Spirit
This model does not suffer the penalty for moving and firing Heavy weapons.
Frag Assault Launchers
After this model finishes a charge move, you can select one enemy unit within 1" of it and roll a D6; on a 4+ that enemy unit suffers D3 mortal wounds.
Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Transport
This model has a transport capacity of 16 <CHAPTER> INFANTRY models. Each JUMP PACK, TERMINATOR or WULFEN model takes the space of two other models and each CENTURION model takes the space of three other models. It cannot transport PRIMARIS models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, TRANSPORT, LAND RAIDER, LAND RAIDER CRUSADER

Land Raider Redeemer - [ Heavy Support ] - Power 14

Unit Composition
A Land Raider Crusader is a single model equipped with: 2 flamestorm cannons; twin assault cannon.
Name M WS BS S T W A Ld Sv Pts
Land Raider Redeemer 10
5
3
6+ 3+
4+
5+
8 8 16
(5-8)
(1-4)
6
D6
1
9 2+ 180
Wargear Options
This model can additionally be equipped with 1 hunter-killer missile.
This model can additionally be equipped with 1 storm bolter.
This model can additionally be equipped with 1 multi-melta.
Weapon Range Type S AP D Abilities Pts
Flamestorm cannon 12 Heavy D6 D6 6 -2 2 This weapon automatically hits its target.25
Hunter-killer missile 48 Heavy 1 8 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.6
Multi-melta 24 Heavy 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.22
Storm bolter 24 Rapid Fire 2 4 0 1 2
Twin assault cannon 24 Heavy 12 6 -1 1 44

This unit has army wide special rules

Power Of The Machine Spirit
This model does not suffer the penalty for moving and firing Heavy weapons.
Frag Assault Launchers
After this model finishes a charge move, you can select one enemy unit within 1" of it and roll a D6; on a 4+ that enemy unit suffers D3 mortal wounds.
Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D6 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Transport
This model has a transport capacity of 12 <CHAPTER> INFANTRY models. Each JUMP PACK, TERMINATOR or WULFEN model takes the space of two other models and each CENTURION model takes the space of three other models. It cannot transport PRIMARIS models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, TRANSPORT, LAND RAIDER, LAND RAIDER REDEEMER

Land Speeders - [ Fast Attack ] - Power 4

Unit Composition
This unit contains 1 Land Speeder. It can additionally contain up to 2 Land Speeders (Power Rating +4 per model). Every model is equipped with: heavy bolter.
Name M WS BS S T W A Ld Sv Pts
Land Speeder 16 3+ 3+ 4 5 6 2 7 3+ 45
Wargear Options
Any model can be equipped with 1 multi-melta instead of 1 heavy bolter.
Any model can additionally be equipped with one of the following: 1 assault cannon; 1 heavy flamer; 1 typhoon missile launcher.
Weapon Range Type S AP D Abilities Pts
Assault cannon 24 Heavy 6 6 -1 1 22
Heavy bolter 36 Heavy 3 5 -1 1 10
Heavy flamer 8 Assault D6 5 -1 1 This weapon automatically hits its target.14
Multi-melta 24 Heavy 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results.22
Typhoon missile launcher When attacking with this weapon, choose one of the profiles below.32
-Frag 48 Heavy 2D6 4 0 1
-Krak 48 Heavy 2 8 -2 D6

This unit has army wide special rules

Explodes
If a model in this unit is reduced to 0 wounds, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers 1 mortal wound.
Anti-grav Upwash
Whilst this unit contains 3 models, models in this unit have a Move characteristic of 20".
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, FLY, LAND SPEEDERS

Librarian - [ HQ ] - Power 5

Unit Composition
A Librarian is a single model equipped with: bolt pistol; force stave; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Librarian 6 3+ 3+ 4 4 4 3 9 3+ 80
Wargear Options
This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
This model can be equipped with one of the following instead of 1 force stave: 1 force axe; 1 force sword.
This model can have a jump pack (Power Rating +1 / +28pts). If a model has a jump pack, it has a Move characteristic of 12" and gains the FLY and JUMP PACK keywords.
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Force axe Melee Melee +1 -2 D3 10
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0
Storm bolter 24 Rapid Fire 2 4 0 1 2

This unit has army wide special rules

Psychic Hood
When a Deny the Witch test is taken for this model to resist a psychic power manifested by an enemy model within 12", add 1 to the total.
Psyker
This model can attempt to manifest two psychic powers in your Psychic phase and attempt to deny one psychic power in your opponent's Psychic phase. It knows Smite and either two psychic powers from the Librarius discipline or two psychic powers from their chapter's (or founding chapter's) discipline.
Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
CHARACTER, INFANTRY, PSYKER, LIBRARIAN

Lieutenants - [ HQ ] - Power 5

Unit Composition
This unit contains 1 Lieutenant. It can additionally contain 1 Lieutenant (Power Rating +5). Every model is equipped with: bolt pistol; master-crafted boltgun; chainsword; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Lieutenant 6 2+ 3+ 4 4 4 3 8 3+ 60
Wargear Options
Any model can be equipped with one of the following instead of 1 master-crafted boltgun: 1 weapon from the Combi-weapons list; 1 weapon from the Melee Weapons list; 1 weapon from the Pistols list.
Any model can be equipped with 1 weapon from the Melee Weapons list instead of 1 chainsword.
Any model can have a jump pack (Power Rating +1 per model / +18pts per model). If a model has a jump pack, it has a Move characteristic of 12" and gains the FLY and IUMP PACK keywords.

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This unit has army wide special rules

Tactical Precision
Re-roll wound rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst then their unit is within 6" of this model.
Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Company Heroes
During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
CHARACTER, INFANTRY, LIEUTENANTS

Predator - [ Heavy Support ] - Power 8

Unit Composition
A Predator is a single model equipped with: Predator autocannon.
Name M WS BS S T W A Ld Sv Pts
Predator 12
6
3
6+ 3+
4+
5+
6 7 11
(3-5)
(1-2)
3
D3
1
8 3+ 85
Wargear Options
This model can be equipped with 1 twin lascannon instead of 1 Predator autocannon.
This model can additionally be equipped with one of the following: 2 heavy bolters; 2 lascannons.
This model can additionally be equipped with 1 hunter-killer missile.
This model can additionally be equipped with 1 storm bolter.
Weapon Range Type S AP D Abilities Pts
Heavy bolter 36 Heavy 3 5 -1 1 10
Hunter-killer missile 48 Heavy 1 8 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.6
Lascannon 48 Heavy 1 9 -3 D6 25
Predator autocannon 48 Heavy 2D3 7 -1 3 40
Storm bolter 24 Rapid Fire 2 4 0 1 2
Twin lascannon 48 Heavy 2 9 -3 D6 40

This unit has army wide special rules

Explodes
When this model is destroyed, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, PREDATOR

Primaris Lieutenants - [ HQ ] - Power 4

Unit Composition
This unit contains 1 Primaris Lieutenant. It can additionally contain 1 Primaris Lieutenant (Power Rating +4). Every model is equipped with: bolt pistol; master-crafted auto bolt rifle; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Primaris Lieutenant 6 2+ 3+ 4 4 5 4 8 3+ 60
Wargear Options
Any model can be equipped with one of the following instead of 1 master-crafted auto bolt rifle: 1 master-crafted stalker bolt rifle; 1 power sword.
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0
Master-crafted auto bolt rifle 24 Assault 3 4 0 2 4
Master-crafted stalker bolt rifle 36 Heavy 1 4 -2 3 5

This unit has army wide special rules

Tactical Precision
Re-roll wound rolls of 1 for attacks made by models in friendly <CHAPTER> units whilst then their unit is within 6" of this model.
Company Heroes
During deployment, every model in this unit must be set up at the same time, though they do not need to be set up in unit coherency. From that point onwards, each model is treated as a separate unit.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
CHARACTER, INFANTRY, PRIMARIS LIEUTENANTS

Razorback - [ Transport ] - Power 5

Unit Composition
A Razorback is a single model equipped with: twin heavy bolter.
Name M WS BS S T W A Ld Sv Pts
Razorback 12
6
3
6+ 3+
4+
5+
6 7 10
(3-5)
(1-2)
3
D3
1
8 3+ 70
Wargear Options
This model can be equipped with one of the following instead of 1 twin heavy bolter: 1 twin lascannon; 1 twin assault cannon; 1 twin heavy flamer; 1 lascannon and 1 twin plasma gun.
This model can additionally be equipped with 1 hunter-killer missile.
This model can additionally be equipped with 1 storm bolter.

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This unit has army wide special rules

Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Transport
This model has a transport capacity of 6 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, CENTURION or WULFEN models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, TRANSPORT, RAZORBACK

Rhino - [ Transport ] - Power 3

Unit Composition
A Rhino is a single model equipped with: storm bolter.
Name M WS BS S T W A Ld Sv Pts
Rhino 12
6
3
6+ 3+
4+
5+
6 7 10
(3-5)
(1-2)
3
D3
1
8 3+ 65
Wargear Options
This model can additionally be equipped with 1 hunter-killer missile.
This model can additionally be equipped with 1 storm bolter.
Weapon Range Type S AP D Abilities Pts
Hunter-killer missile 48 Heavy 1 8 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.6
Storm bolter 24 Rapid Fire 2 4 0 1 2

This unit has army wide special rules

Explodes
If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Self Repair
If this model has lost any wounds, you can roll one D6 at the start of your turn; on a 6 this model regains 1 lost wound.
Transport
This model has a transport capacity of 10 <CHAPTER> INFANTRY models. It cannot transport JUMP PACK, TERMINATOR, PRIMARIS, CENTURION or WULFEN models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, TRANSPORT, RHINO

Scout Squad - [ Troops ] - Power 4

Unit Composition
This unit contains 1 Scout Sergeant and 4 Scouts. It can additionally contain up to 5 Scouts (Power Rating +3). Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Scout 6 3+ 3+ 4 4 1 1 7 4+ 11
Scout Sergeant 6 3+ 3+ 4 4 1 2 8 4+ As unit
Wargear Options
The Scout Sergeant can be equipped with up to 2 weapons from the Sergeant Weapons list instead of 1 bolt pistol and 1 boltgun.
Any model can be equipped with one of the following instead of 1 boltgun: 1 Astartes shotgun; 1 sniper rifle; 1 combat knife.
1 Scout can be equipped with one of the following instead of 1 boltgun: 1 heavy bolter; 1 missile launcher.
Any model can have a camo cloak for +3pts each.
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Combat knife Melee Melee User 0 1 When the bearer fights, it makes 1 additional attack with this weapon.0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0
Sniper rifle 36 Heavy 1 4 0 1 This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.2

This unit has army wide special rules

Camo Cloak
If every model in this unit has a camo cloak, then when resolving an attack made with a ranged weapon against a model in this unit whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.
Concealed Positions
When you set up this unit during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.
Combat Squads
If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
INFANTRY, SCOUT, SCOUT SQUAD

Sternguard Veteran Squad - [ Elites ] - Power 6

Unit Composition
This unit contains 1 Veteran Sergeant and 4 Space Marine Veterans. It can additionally contain up to 5 Space Marine Veterans (Power Rating +6). Every model is equipped with: bolt pistol; special issue boltgun; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Space Marine Veteran 6 3+ 3+ 4 4 1 2 8 3+ 14
Veteran Sergeant 6 3+ 3+ 4 4 1 3 9 3+ As unit
Wargear Options
The Veteran Sergeant can be equipped with up to 2 weapons from the Sergeant Weapons list instead of 1 bolt pistol and 1 special issue boltgun.
The Veteran Sergeant can be equipped with 1 weapon from the Sergeant Weapons list instead of 1 bolt pistol.
Up to 2 Space Marine Veterans can be equipped with one of the following instead of 1 special issue boltgun: 1 heavy flamer; 1 weapon from the Heavy Weapons list; 1 weapon from the Special Weapons list.
Any Space Marine Veteran can be equipped with 1 weapon from the Combi-weapons list instead of 1 special issue boltgun.

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This unit has army wide special rules

Combat Squads
If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
INFANTRY, STERNGUARD VETERAN SQUAD

Tactical Squad - [ Troops ] - Power 4

Unit Composition
This unit contains 1 Space Marine Sergeant and 4 Space Marines. It can additionally contain up to 5 Space Marines (Power Rating +3). Every model is equipped with: bolt pistol; boltgun; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Space Marine 6 3+ 3+ 4 4 1 1 7 3+ 12
Space Marine Sergeant 6 3+ 3+ 4 4 1 2 8 3+ As unit
Wargear Options
The Space Marine Sergeant can be equipped with up to 2 weapons from the Sergeant Weapons list instead of 1 bolt pistol and 1 boltgun.
The Space Marine Sergeant can additionally be equipped with melta bombs.
If this unit contains fewer than 10 models, 1 Space Marine can be equipped with one of the following instead of 1 boltgun: 1 weapon from the Special Weapons list; 1 weapon from the Heavy Weapons list.
If this unit contains 10 models, 1 Space Marine can be equipped with 1 weapon from the Special Weapons list instead of 1 boltgun, and 1 Space Marine can be equipped with 1 weapon from the Heavy Weapons list instead of 1 boltgun.

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This unit has army wide special rules

Defenders Of Humanity
If your army is Battle-forged, all Troops units in Space Marines Detachments gain this ability. If a unit with this ability is within range of an objective marker (as specified in the mission), it controls that objective marker even if there are more enemy models within range of that objective marker. If an enemy unit with a similar ability is within range of the same objective marker, that objective marker is controlled by the player who has the most models within range of it as normal.
Combat Squads
If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
INFANTRY, TACTICAL SQUAD

Techmarine - [ HQ ] - Power 4

Unit Composition
A Techmarine is a single model equipped with: bolt pistol; power axe; servo-arm; frag grenades; krak grenades.
Name M WS BS S T W A Ld Sv Pts
Techmarine 6 3+ 2+ 4 4 4 3 8 2+ 45
Wargear Options
This model can be equipped with one of the following instead of 1 bolt pistol: 1 boltgun; 1 weapon from the Combi-weapons list; 1 weapon from the Pistols list.
This model can be equipped with 1 weapon from the Melee Weapons list instead of 1 power axe.
This model can additionally be equipped with the following (Power Rating +1): 1 flamer, 1 plasma cutter, 1 servo-arm.
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0
Power axe Melee Melee +1 -2 1 5
Servo-arm Melee Melee x2 -2 3 When the bearer fights, no more than one attack can be made with each servo-arm. When resolving an attack made with this weapon, subtract 1 from the hit roll.0

This unit has army wide special rules

Blessing Of The Omnissiah
At the end of your Movement phase, this model can repair one friendly <CHAPTER> VEHICLE model within 1" of it. That model regains up to D3 lost wounds. Each model can only be repaired once per turn.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
CHARACTER, INFANTRY, TECHMARINE

Terminator Squad - [ Elites ] - Power 9

Unit Composition
This unit contains 1 Terminator Sergeant and 4 Terminators. It can additionally contain up to 5 Terminators (Power Rating +9). The Terminator Sergeant is equipped with: storm bolter; power sword. Every Terminator is equipped with: storm bolter; power fist.
Name M WS BS S T W A Ld Sv Pts
Terminator 5 3+ 3+ 4 4 2 2 8 2+ 23
Terminator Sergeant 5 3+ 3+ 4 4 2 3 9 2+ As unit
Wargear Options
For every 5 models this unit contains, 1 Terminator can be equipped with 1 weapon from the Terminator Heavy Weapons list instead of 1 storm bolter (though cyclone missile launcher is in addition to storm bolter).
Any Terminator can be equipped with 1 chainfist instead of 1 power fist.
The Terminator Sergeant can have a teleport homer (0pts).

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This unit has army wide special rules

Teleport Strike
During deployment, you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Crux Terminatus
Every model in this unit has a 5+ invulnerable save.
Teleport Homer
If a model in this unit has a teleport homer, place one Deployed Teleport Homer anywhere in your deployment zone when you set up that model for the first time. Whilst that Deployed Teleport Homer is on the battlefield, that model's unit can perform an emergency teleport instead of moving in your Movement phase. If it does, then at the end of that phase, remove that unit from the battlefield then set it up again wholly within 6" of that Deployed Teleport Homer. That Deployed Teleport Homer is then removed from play. If that Deployed Teleport Homer is ever within 9" of any enemy units, remove that Deployed Teleport Homer from play.
The Deployed Teleport Homer is represented by the Deployed Teleport Homer model, but does not count as a model for any rules purposes.
Combat Squads
If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
INFANTRY, TERMINATOR, TERMINATOR SQUAD

Terminator Assault Squad - [ Elites ] - Power 9

Unit Composition
This unit contains 1 Terminator Sergeant and 4 Terminators. It can additionally contain up to 5 Terminators (Power Rating +9). Every model is equipped with: 2 lightning claws or thunder hammer and storm shield.
Name M WS BS S T W A Ld Sv Pts
Terminator 5 3+ 3+ 4 4 2 2 8 2+ 23
Terminator Sergeant 5 3+ 3+ 4 4 2 3 9 2+ As unit
Wargear Options
The Terminator Sergeant can have a teleport homer (0pts).
Weapon Range Type S AP D Abilities Pts
Lightning claw Melee Melee User -2 1 When resolving an attack made with this weapon, you can re-roll the wound roll. If the bearer is equipped with two of this weapon, then when the bearer fights, it makes 1 additional attack using this profile.6 (10 for 2)
Thunder hammer Melee Melee x2 -3 3 When resolving an attack made with this weapon, subtract 1 from the hit roll.16 (40 for CHARACTERS)

This unit has army wide special rules

Teleport Strike
During deployment, you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Crux Terminatus
Every model in this unit has a 5+ invulnerable save.
Teleport Homer
If a model in this unit has a teleport homer, place one Deployed Teleport Homer anywhere in your deployment zone when you set up that model for the first time. Whilst that Deployed Teleport Homer is on the battlefield, that model's unit can perform an emergency teleport instead of moving in your Movement phase. If it does, then at the end of that phase, remove that unit from the battlefield then set it up again wholly within 6" of that Deployed Teleport Homer. That Deployed Teleport Homer is then removed from play. If that Deployed Teleport Homer is ever within 9" of any enemy units, remove that Deployed Teleport Homer from play.
The Deployed Teleport Homer is represented by the Deployed Teleport Homer model, but does not count as a model for any rules purposes.
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS)
Combat Squads
If this unit contains 10 models, then during deployment, before any units have been set up, it can be divided into two units of 5 models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
INFANTRY, TERMINATOR, TERMINATOR ASSAULT SQUAD

Vindicator - [ Heavy Support ] - Power 6

Unit Composition
A Vindicator is a single model equipped with: demolisher cannon.
Name M WS BS S T W A Ld Sv Pts
Vindicator 10
5
3
6+ 3+
4+
5+
6 8 11
(3-5)
(1-2)
3
D3
1
8 3+ 125
Wargear Options
This model can additionally be equipped with 1 hunter-killer missile.
This model can additionally be equipped with 1 storm bolter.
Weapon Range Type S AP D Abilities Pts
Demolisher cannon 24 Heavy D6 10 -3 D6 0
Hunter-killer missile 48 Heavy 1 8 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.6
Storm bolter 24 Rapid Fire 2 4 0 1 2

This unit has army wide special rules

Explodes
When this model is destroyed, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, VINDICATOR

Whirlwind - [ Heavy Support ] - Power 4

Unit Composition
A Whirlwind is a single model equipped with a Whirlwind vengeance launcher or a Whirlwind castellan launcher.
Name M WS BS S T W A Ld Sv Pts
Whirlwind 12
6
3
6+ 3+
4+
5+
6 7 11
(3-5)
(1-2)
3
D3
1
8 3+ 65
Wargear Options
This model can additionally be equipped with 1 hunter-killer missile.
This model can additionally be equipped with 1 storm bolter.
Weapon Range Type S AP D Abilities Pts
Hunter-killer missile 48 Heavy 1 8 -2 D6 The bearer can only shoot with each hunter-killer missile it is equipped with once per battle.6
Storm bolter 24 Rapid Fire 2 4 0 1 2
Whirlwind castellan launcher 72 Heavy 2D6 6 0 1 This weapon can target units that are not visible to the bearer.15
Whirlwind vengeance launcher 72 Heavy 2D3 7 -1 2 This weapon can target units that are not visible to the bearer.20

This unit has army wide special rules

Explodes
When this model is destroyed, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, <CHAPTER>
Keywords
VEHICLE, WHIRLWIND

Units: Space Wolves

Arjac Rockfist - [ HQ ] - Power 7

Unit Composition
Arjac Rockfist is a single model armed with Foehammer. Only one of this model may be included in your army.
Name M WS BS S T W A Ld Sv Pts
Arjac Rockfist 5 2+ 3+ 5 4 5 4 8 2+ 110 (inc. wargear)
Weapon Range Type S AP D Abilities Pts
Foehammer (melee) Melee Melee x2 -3 D3 When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.
Foehammer (shooting) 12 Assault 1 x2 -3 D3 When attacking CHARACTERS or MONSTERS, this weapon has a Damage of 3.

This unit has army wide special rules

The Anvil Shield
Arjac Rockfist has a 3+ invulnerable save. In addition, reduce all damage suffered by Arjac Rockfist by 1 (to a minimum of 1).
Champion Of The Kingsguard
You can re-roll failed hit rolls for Arjac Rockfist in the Fight phase when targeting a CHARACTER. In addition, you can make 1 additional attack in the Fight phase for all models in friendly WOLF GUARD units within 6" of Arjac Rockfist at the start of the phase.
Teleport Strike
During deployment, you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Thane To The High King
You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of this model.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, TERMINATOR, WOLF GUARD, BATTLE LEADER, ARJAC ROCKFIST

Bjorn The Fell-Handed - [ HQ ] - Power 12

Unit Composition
Bjorn the Fell-Handed is a single model equipped with Trueclaw, an assault cannon and a heavy flamer. Only one of this model may be included in your army.
Name M WS BS S T W A Ld Sv Pts
Bjorn The Fell-Handed 8 2+ 2+ 7 8 8 5 9 3+ 150
Wargear Options
Bjorn the Fell-Handed may replace his assault cannon with a helfrost cannon, heavy plasma cannon or twin lascannon.
Weapon Range Type S AP D Abilities Pts
Assault cannon 24 Heavy 6 6 -1 1 22
Heavy flamer 8 Assault D6 5 -1 1 This weapon automatically hits its target.14
Heavy plasma cannon When attacking with this weapon, choose one of the profiles below.16
-Standard 36 Heavy D3 7 -3 1
-Supercharge 36 Heavy D3 8 -3 2 For each hit roll of 1, the bearer suffers 1 mortal wound after all of this weapon's shots have been resolved.
Helfrost cannon When attacking with this weapon, choose one of the profiles below. If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 6, the target suffers a mortal wound.17
-Dispersed beam 24 Heavy D3 6 -2 1
-Focused beam 24 Heavy 1 8 -4 D6
Trueclaw Melee Melee +5 -4 D6 You can re-roll failed wound rolls for this weapon.0
Twin lascannon 48 Heavy 2 9 -3 D6 40

This unit has army wide special rules

Ancient Tactician
If your army is Battle-forged, you receive 1 additional Command Point if it includes Bjorn the Fell-Handed.
Last Of The Company of Russ
You can re-roll hit rolls of 1 for friendly SPACE WOLVES units that are within 6" of Bjorn the Fell-Handed.
Legendary Tenacity
Roll a D6 each time Bjorn the Fell-Handed loses a wound; on a 5+ that wound is not lost.
Smoke Launchers
Once per battle, instead of shooting in your Shooting phase, this model can use its smoke launchers. Until the start of your next Shooting phase, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll.
Explodes
When this model is destroyed, roll a D6 before removing the model from the battlefield. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, VEHICLE, DREADNOUGHT, BJORN THE FELL-HANDED

Blood Claws - [ Troops ] - Power 4

Unit Composition
This unit contains 1 Blood Claw Pack Leader and 4 Blood Claws. It can include up to 5 additional Blood Claws (Power Rating +3) or up to 10 additional Blood Claws (Power Rating +6). It can also include either a Wolf Guard Pack Leader (Power Rating +2) or a Wolf Guard Terminator Pack Leader (Power Rating +3).
The Blood Claws, Blood Claw Pack Leader and Wolf Guard Pack Leader are each armed with a chainsword, bolt pistol, frag grenades and krak grenades. A Wolf Guard Terminator Pack Leader is armed with a power sword and storm bolter.
Name M WS BS S T W A Ld Sv Pts
Blood Claw 6 3+ 4+ 4 4 1 1 7 3+ 12
Blood Claw Pack Leader 6 3+ 4+ 4 4 1 2 7 3+ As unit
Wolf Guard Pack Leader 6 3+ 3+ 4 4 1 2 8 3+ 14
Wolf Guard Terminator Pack Leader 5 3+ 3+ 4 4 2 2 8 2+ 23
Wargear Options
One Blood Claw may replace his chainsword with an item from the Special Weapons list. If the unit includes at least 15 models, one additional Blood Claw may also do this.
One Blood Claw may replace his bolt pistol with a plasma pistol.
The Blood Claw Pack Leader may replace his chainsword with a power sword, power axe or power fist.
The Wolf Guard Pack Leader may replace his chainsword with a plasma pistol, storm shield or an item from the Melee Weapons list; he may also replace his bolt pistol with a plasma pistol or an item from the Melee Weapons or Combi-weapons list.
The Wolf Guard Terminator Pack Leader may replace his power sword with a storm shield or an item from the Terminator Melee Weapons list; he may also replace his storm bolter with an item from the Terminator Melee Weapons or Combi-weapons list.

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This unit has army wide special rules

Berserk Charge
On a turn in which they make a successful charge, you can make 1 additional attack in the Fight phase with all models in this unit.
Headstrong
Unless this unit contains a Wolf Guard Pack Leader or Wolf Guard Terminator Pack Leader, or is within 6" of a friendly WOLF GUARD unit, it must declare a charge in its Charge phase if it is possible to do so.
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Crux Terminatus
A Wolf Guard Terminator Pack Leader has a 5+ invulnerable save.
Mixed Unit
For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
INFANTRY, BLOOD CLAWS

Canis Wolfborn - [ HQ ] - Power 7

Unit Composition
Canis Wolfborn is a single model armed with two wolf claws, a bolt pistol, frag grenades and krak grenades. He rides to battle atop his Thunderwolf, Fangir, who attacks with crushing teeth and claws. Only one of this model may be included in your army.
Name M WS BS S T W A Ld Sv Pts
Canis Wolfborn 10 2+ 5+ 4 5 6 4 8 3+ 100 (inc. wargear)
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Crushing teeth and claws Melee Melee 5 -1 1 After a model on this mount makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0
Wolf claw Melee Melee +1 -2 1 You can re-roll failed wound rolls for this weapon. A model armed with two wolf claws can make 1 additional attack with this weapon.7 (11 for 2)

This unit has army wide special rules

Born Of Wolves
You can make 1 additional teeth and claws or crushing teeth and claws attack in the Fight phase for all friendly models in THUNDERWOLF, Fenrisian Wolves or Cyberwolves units that are within 6" of Canis Wolfborn at the start of the phase.
Alpha Predator
You can re-roll failed charge rolls for Canis Wolfborn.
Champion Of The Deathwolves
You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of Canis Wolfborn.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CAVALRY, CHARACTER, THUNDERWOLF, WOLF GUARD, BATTLE LEADER, CANIS WOLFBORN

Grey Hunters - [ Troops ] - Power 4

Unit Composition
This unit contains 1 Grey Hunter Pack Leader and 4 Grey Hunters. It can include up to 5 additional Grey Hunters (Power Rating +4). It can also include either a Wolf Guard Pack Leader (Power Rating +2) or a Wolf Guard Terminator Pack Leader (Power Rating +3).
The Grey Hunters and Grey Hunter Pack Leader are each armed with a boltgun, bolt pistol, frag grenades and krak grenades.
A Wolf Guard Pack Leader is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
A Wolf Guard Terminator Pack Leader is armed with a power sword and storm bolter.
Name M WS BS S T W A Ld Sv Pts
Grey Hunter 6 3+ 3+ 4 4 1 1 7 3+ 12
Grey Hunter Pack Leader 6 3+ 3+ 4 4 1 2 7 3+ As unit
Wolf Guard Pack Leader 6 3+ 3+ 4 4 1 2 8 3+ 14
Wolf Guard Terminator Pack Leader 5 3+ 3+ 4 4 2 2 8 2+ 23
Wargear Options
Any Grey Hunter may take a chainsword.
One Grey Hunter may take a wolf standard.
For every five models in the unit, one Grey Hunter may replace his boltgun with an item from the Special Weapons list.
One Grey Hunter may replace his bolt pistol with a plasma pistol.
The Grey Hunter Pack Leader may take a chainsword, power axe, power fist or power sword.
The Wolf Guard Pack Leader may replace his chainsword with a plasma pistol, storm shield or an item from the Melee Weapons list; he may also replace his bolt pistol with a plasma pistol or an item from the Melee Weapons or Combi-weapons list.
The Wolf Guard Terminator Pack Leader may replace his power sword with a storm shield or an item from the Terminator Melee Weapons list; he may also replace his storm bolter with an item from the Terminator Melee Weapons or Combi-weapons list.

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This unit has army wide special rules

Wolf Standard
You can re-roll any dice rolls of 1 when making an Advance or charge move for a unit that has a wolf standard (+10pts).
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Crux Terminatus
A Wolf Guard Terminator Pack Leader has a 5+ invulnerable save.
Mixed Unit
For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
INFANTRY, GREY HUNTERS

Logan Grimnar - [ HQ ] - Power 9

Unit Composition
Logan Grimnar is a single model armed with the Axe Morkai and a storm bolter. Your army can only include one LOGAN GRIMNAR.
Name M WS BS S T W A Ld Sv Pts
Logan Grimnar 5 2+ 2+ 4 4 7 5 9 2+ 140 (inc. wargear)
Weapon Range Type S AP D Abilities Pts
Storm bolter 24 Rapid Fire 2 4 0 1 2
The Axe Morkai When attacking with this weapon, choose one of the profiles below.
-One-handed Melee Melee +2 -3 D3
-Two-handed Melee Melee x2 -3 3 When attacking with this weapon, you must subtract 1 from the hit roll.

This unit has army wide special rules

The Great Wolf
You can re-roll failed hit rolls for friendly SPACE WOLVES units that are within 6" of Logan Grimnar.
High King Of Fenris
You do not need to take Morale tests for friendly WOLF GUARD units within 6" of Logan Grimnar.
Belt Of Russ
This model has a 4+ invulnerable save.
Teleport Strike
During deployment, you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, TERMINATOR, WOLF LORD, LOGAN GRIMNAR

Long Fangs - [ Heavy Support ] - Power 8

Unit Composition
This unit contains 1 Long Fang Pack Leader and 4 Long Fangs. It can include 1 additional Long Fang (Power Rating +1). It can also include either a Wolf Guard Pack Leader (Power Rating +2) or a Wolf Guard Terminator Pack Leader (Power Rating +3).
The Long Fangs and the Long Fang Pack Leader are each armed with a boltgun, bolt pistol, frag grenades and krak grenades. The Long Fang Pack Leader is also armed with a chainsword.
A Wolf Guard Pack Leader is armed with a chainsword, bolt pistol, frag grenades and krak grenades.
A Wolf Guard Terminator Pack Leader is armed with a power sword and storm bolter.
Name M WS BS S T W A Ld Sv Pts
Long Fang 6 3+ 3+ 4 4 1 1 8 3+ 13
Long Fang Pack Leader 6 3+ 3+ 4 4 1 2 8 3+ As unit
Wolf Guard Pack Leader 6 3+ 3+ 4 4 1 2 8 3+ 14
Wolf Guard Terminator Pack Leader 5 3+ 3+ 4 4 2 2 8 2+ 23
Wargear Options
Any Long Fang may replace his boltgun with an item from the Heavy Weapons list.
The Long Fang Pack Leader may replace his boltgun and bolt pistol with a plasma pistol or an item from the Special Weapons list.
The Long Fang Pack Leader may replace his chainsword with a power axe, power fist or power sword.
The Wolf Guard Pack Leader may replace his chainsword with a plasma pistol, storm shield or an item from the Melee Weapons list; he may also replace his bolt pistol with a plasma pistol or an item from the Melee Weapons or Combi-weapons list.
The Wolf Guard Terminator Pack Leader may replace his power sword with a storm shield or an item from the Terminator Melee Weapons list; he may also replace his storm bolter with an item from the Terminator Melee Weapons, Combi-weapons or Terminator Heavy Weapons list.

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This unit has army wide special rules

Fire Discipline
At the start of each of your Shooting phases, pick one enemy unit on the battlefield. You can re-roll hit rolls of 1 for any models from this unit that target the enemy unit you picked that phase.
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Crux Terminatus
A Wolf Guard Terminator Pack Leader has a 5+ invulnerable save.
Mixed Unit
For the purposes of determining what models a vehicle can transport and for the Bolter Discipline ability, Wolf Guard Terminator Pack Leaders have the TERMINATOR keyword
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
INFANTRY, LONG FANGS

Njal Stormcaller - [ HQ ] - Power 7

Unit Composition
Njal Stormcaller is a single model armed with the Staff of the Stormcaller, a bolt pistol, frag grenades and krak grenades. Njal is accompanied by his psyber-raven, Nightwing. Your army can only include one NJAL STORMCALLER.
Name M WS BS S T W A Ld Sv Pts
Njal Stormcaller 6 2+ 2+ 4 4 5 3 9 2+ 115 (inc. wargear)
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0
Nightwing 12 Assault D6 3 0 1
Staff Of The Stormcaller Melee Melee +2 -1 D3

This unit has army wide special rules

Lord Of Tempests
You can add 1 to any Psychic tests you make for Njal Stormcaller.
Psychic Hood
When a Deny the Witch test is taken for this model to resist a psychic power manifested by an enemy model within 12", add 1 to the total.
Runic Armour
This model has a 5+ invulnerable save.
Staff Of The Stormcaller
You can re-roll one failed Deny the Witch test for Njal Stormcaller in each of your opponent's Psychic phases.
Psyker
Njal Stormcaller can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny two psychic powers in each enemy Psychic phase. He knows the Smite power and three psychic powers from the Tempestas discipline.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, RUNE PRIEST, PSYKER, NJAL STORMCALLER

Ragnar Blackmane - [ HQ ] - Power 7

Unit Composition
Ragnar Blackmane is a single model armed with Frostfang, a bolt pistol, frag grenades and krak grenades. Only one RAGNAR BLACKMANE may be included in your army.
Ragnar's unit may include his two loyal Fenrisian Wolves, Svangir and Ulfgir (Power Rating +1). Svangir and Ulfgir attack with their teeth and claws.
Name M WS BS S T W A Ld Sv Pts
Ragnar Blackmane 6 2+ 2+ 4 4 5 5 9 3+ 100 (inc. wargear)
Svangir 12 3+ 7+ 4 4 1 3 4 6+ 4
Ulfgir 12 3+ 7+ 4 4 1 3 4 6+ 4
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Frag grenade 6 Grenade D6 3 0 1 0
Frostfang Melee Melee +1 -4 2
Krak grenade 6 Grenade 1 6 -1 D3 0
Teeth and claws Melee Melee User -1 1

This unit has army wide special rules

Belt Of Russ
This model has a 4+ invulnerable save.
War Howl
You can re-roll charge rolls made for friendly SPACE WOLVES units (other than VEHICLE units) if they are within 6" of this model when the roll is made.
Jarl Of Fenris
You can re-roll hit rolls of 1 for attacks made by models in friendly SPACE WOLVES units whilst their unit is within 6" of this model.
Insane Bravado
If Ragnar Blackmane performs a Heroic Intervention, increase his Attacks characteristic by D3 until the end of the turn.
Loyal Companions
The death of Svangir or Ulfgir is ignored for the purposes of morale. Svangir and Ulfgir are considered to have the CHARACTER keyword for the purposes of shooting attacks and Heroic Interventions, and the INFANTRY keyword for the purposes of embarking within a transport.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
(Ragnar) CHARACTER, INFANTRY, WOLF LORD, RAGNAR BLACKMANE
(Svangir and Ulfgir) BEAST, FENRISIAN WOLVES

Ragnar Blackmane (Primaris) - [ HQ ] - Power 6

Unit Composition
Ragnar Blackmane is a single model armed with Frostfang, a bolt pistol, frag grenades and krak grenades. Only one RAGNAR BLACKMANE may be included in your army.
Name M WS BS S T W A Ld Sv Pts
Ragnar Blackmane 6 2+ 2+ 4 4 6 7 9 3+ 120 (inc. wargear)
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Frag grenade 6 Grenade D6 3 0 1 0
Frostfang Melee Melee +1 -4 2
Krak grenade 6 Grenade 1 6 -1 D3 0

This unit has army wide special rules

Belt Of Russ
This model has a 4+ invulnerable save.
War Howl
You can re-roll charge rolls made for friendly SPACE WOLVES units (other than VEHICLE units) if they are within 6" of this model when the roll is made.
Jarl Of Fenris
You can re-roll hit rolls of 1 for attacks made by models in friendly SPACE WOLVES units whilst their unit is within 6" of this model.
Battlelust
When a friendly SPACE WOLVES unit within 6" of this model and not within 3" of an enemy unit consolidates, it can move up to 6" instead of 3".
Berserker Rage
When this model is affected by the Shock Assault ability, add 3 to the Attacks characteristic of this model instead of 1.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, PRIMARIS, WOLF LORD, RAGNAR BLACKMANE

Rune Priest - [ HQ ] - Power 6

Unit Composition
A Rune Priest is a single model armed with a runic axe, bolt pistol, frag grenades and krak grenades.
Name M WS BS S T W A Ld Sv Pts
Rune Priest 6 2+ 3+ 4 4 4 3 9 3+ 80
Wargear Options
This model may take a psychic hood (+5pts).
This model may take runic armour (+7pts).
This model may replace its runic axe with a runic stave or a runic sword.
This model may replace its bolt pistol with a plasma pistol.
This model may take a jump pack (Power Rating +1 / +28pts). If it does, its Move characteristic becomes 12" and it gains the JUMP PACK and FLY keywords.

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This unit has army wide special rules

Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Runic Armour
This model has a 5+ invulnerable save.
Psychic Hood
When a Deny the Witch test is taken for this model to resist a psychic power manifested by an enemy model within 12", add 1 to the total.
Psyker
This model can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Tempestas discipline.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, PSYKER, RUNE PRIEST

Ulrik The Slayer - [ HQ ] - Power 6

Unit Composition
Ulrik the Slayer is a single model armed with a crozius arcanum, plasma pistol, frag grenades and krak grenades. Only one of this model may be included in your army.
Name M WS BS S T W A Ld Sv Pts
Ulrik The Slayer 6 2+ 2+ 4 4 5 4 9 3+ 85 (inc. wargear)
Weapon Range Type S AP D Abilities Pts
Crozius arcanum Melee Melee +1 -1 2 0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0
Plasma pistol When attacking with this weapon, choose one of the profiles below.5
-Standard 12 Pistol 1 7 -3 1
-Supercharge 12 Pistol 1 8 -3 2 If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.

This unit has army wide special rules

Slayer's Oath
You can re-roll failed hit rolls in the Fight phase for friendly SPACE WOLVES units within 6" of this model. If Ulrik the Slayer kills an enemy CHARACTER or MONSTER, then for the rest of the battle, you can add 1 to any wound rolls you make in the Fight phase for any friendly SPACE WOLVES units within 6" of him.
Wolf Amulet
This model has a 4+ invulnerable save.
Healing Balms
At the end of your Movement phase, this mdel can attempt to heal a single other model. To do so, select a SPACE WOLVES INFANTRY, BIKER or CAVALRY unit within 3" of him. If that unit contains a wounded model, it immediately regains up to D3 lost wounds. A unit can only be the target of Healing Balms once in each turn.
Wolf Helm Of Russ
All friendly SPACE WOLVES units within 9" of Ulrik the Slayer can use his Leadership instead of their own.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, WOLF PRIEST, ULRIK THE SLAYER

Wolf Guard - [ Elite ] - Power 8

Unit Composition
This unit contains 1 Wolf Guard Pack Leader and 4 Wolf Guard. It can include up to 5 additional Wolf Guard (Power Rating +8). Each model is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
Name M WS BS S T W A Ld Sv Pts
Wolf Guard 6 3+ 3+ 4 4 1 2 8 3+ 14
Wolf Guard Pack Leader 6 3+ 3+ 4 4 1 3 8 3+ 16
Wargear Options
Any model may replace its boltgun with a plasma pistol, storm shield or an item from the Melee Weapons or Combi-weapons list; it may also replace its bolt pistol with a plasma pistol, storm shield or an item from the Melee Weapons list.
The entire unit may take jump packs (Power Rating +1 per 5 models / +5pts per model). If it does, its Move characteristic becomes 12" and it gains the JUMP PACK and FLY keywords.

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This unit has army wide special rules

Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Jump Pack Assault
If every model in this unit has a jump pack, then during deployment you can set up this unit high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
INFANTRY, WOLF GUARD

Wolf Guard Battle Leader - [ HQ ] - Power 4

Unit Composition
A Wolf Guard Battle Leader is a single model armed with a chainsword, bolt pistol, frag grenades and krak grenades.
Name M WS BS S T W A Ld Sv Pts
Wolf Guard Battle Leader 6 2+ 3+ 4 4 4 3 8 3+ 60
Wargear Options
This model may replace its chainsword with a plasma pistol, storm shield or an item from the Melee Weapons list.
This model may replace its bolt pistol with a boltgun, plasma pistol or an item from the Combi-weapons or Melee Weapons list.
This model may take a jump pack (Power Rating +1 / +18pts). If it does, its Move characteristic becomes 12" and it gains the JUMP PACK and FLY keywords.

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This unit has army wide special rules

Huskarl To The Jarl
You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of this model.
Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, WOLF GUARD, BATTLE LEADER

Wolf Guard Battle Leader In Terminator Armour - [ HQ ] - Power 6

Unit Composition
A Wolf Guard Battle Leader in Terminator Armour is a single model armed with a power sword and storm bolter.
Name M WS BS S T W A Ld Sv Pts
Wolf Guard Battle Leader In Terminator Armour 5 2+ 3+ 4 4 5 3 8 2+ 70
Wargear Options
This model may replace its power sword with a storm shield or an item from the Terminator Melee Weapons list.
This model may replace its storm bolter with an item from the Combi-weapons or Terminator Melee Weapons list.

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This unit has army wide special rules

Huskarl To The Jarl
You can re-roll wound rolls of 1 for friendly SPACE WOLVES units that are within 6" of this model.
Crux Terminatus
Every model in this unit has a 5+ invulnerable save.
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Teleport Strike
During deployment, you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, TERMINATOR, WOLF GUARD, BATTLE LEADER

Wolf Guard Terminators - [ Elite ] - Power 13

Unit Composition
This unit contains 1 Wolf Guard Terminator Pack Leader and 4 Wolf Guard Terminators. It can include up to 5 additional Wolf Guard Terminators (Power Rating +13).
Each Wolf Guard Terminator is armed with a power fist and storm bolter.
The Wolf Guard Terminator Pack Leader is armed with a power sword and storm bolter.
Name M WS BS S T W A Ld Sv Pts
Wolf Guard Terminator 5 3+ 3+ 4 4 2 2 8 2+ 23
Wolf Guard Terminator Pack Leader 5 3+ 3+ 4 4 2 3 8 2+ 26
Wargear Options
Any model may replace its power fist or power sword with a storm shield or an item from the Terminator Melee Weapons list.
Any model may replace its storm bolter with an item from the Combi-weapons or Terminator Melee Weapons list.
For every five models, one Wolf Guard Terminator may replace their storm bolter with an item from the Terminator Heavy Weapons list.

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This unit has army wide special rules

Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Crux Terminatus
Every model in this unit has a 5+ invulnerable save.
Teleport Strike
During deployment, you can set up this unit in a teleportarium chamber instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
INFANTRY, TERMINATOR, WOLF GUARD

Wolf Lord - [ HQ ] - Power 5

Unit Composition
A Wolf Lord is a single model armed with a chainsword, master-crafted boltgun, bolt pistol, frag grenades and krak grenades.
Name M WS BS S T W A Ld Sv Pts
Wolf Lord 6 2+ 2+ 4 4 5 4 9 3+ 74
Wargear Options
This model may replace its master-crafted boltgun with a bolt pistol, a plasma pistol or an item from the Combi-weapons or Melee Weapons list.
This model may replace its chainsword with a storm shield or an item from the Melee Weapons list.
This model may take a jump pack (Power Rating +1 / +19pts). If it does, its Move characteristic is increased to 12" and it gains the JUMP PACK and FLY keywords.

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This unit has army wide special rules

Jarl Of Fenris
You can re-roll hit rolls of 1 for attacks made by models in friendly SPACE WOLVES units whilst their unit is within 6" of this model.
Belt Of Russ
This model has a 4+ invulnerable save.
Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, WOLF LORD

Wolf Priest - [ HQ ] - Power 5

Unit Composition
A Wolf Priest is a single model armed with a crozius arcanum, bolt pistol, frag grenades and krak grenades.
Name M WS BS S T W A Ld Sv Pts
Wolf Priest 6 2+ 3+ 4 4 4 3 9 3+ 72
Wargear Options
This model may replace its bolt pistol with a plasma pistol.
This model may take a power fist.
This model may take a jump pack (Power Rating +1 / +18pts). If it does, its Move characteristic becomes 12" and it gains the JUMP PACK and FLY keywords.
Weapon Range Type S AP D Abilities Pts
Bolt pistol 12 Pistol 1 4 0 1 0
Crozius arcanum Melee Melee +1 -1 2 0
Frag grenade 6 Grenade D6 3 0 1 0
Krak grenade 6 Grenade 1 6 -1 D3 0
Plasma pistol When attacking with this weapon, choose one of the profiles below.5
-Standard 12 Pistol 1 7 -3 1
-Supercharge 12 Pistol 1 8 -3 2 If any hit rolls of 1 are made for attacks with this weapon, the bearer is destroyed after shooting with this weapon.
Power fist Melee Melee x2 -3 D3 When resolving an attack made with this weapon, subtract 1 from the hit roll.9

This unit has army wide special rules

Wolf Amulet
This model has a 4+ invulnerable save.
Spiritual Leader
Friendly SPACE WOLVES units can use this model's Leadership characteristic instead of their own whilst they are within 6" of this model.
Healing Balms
At the end of your Movement phase, this mdel can attempt to heal a single other model. To do so, select a SPACE WOLVES INFANTRY, BIKER or CAVALRY unit within 3" of him. If that unit contains a wounded model, it immediately regains up to D3 lost wounds. A unit can only be the target of Healing Balms once in each turn.
Jump Pack Assault
If this model has a jump pack, then during deployment you can set up this model high in the skies instead of setting it up on the battlefield. If you do, at the end of one of your Movement phases you can set up this model anywhere on the battlefield that is more than 9" away from any enemy models.
Priest
This model knows the Litany of Hate and one litany from the Litanies of Battle. In addition, if your army is battle-forged and all units in the detachment are from the same Chapter, the model also knows any and all Chapter Litanies of its (or its founding) Chapter.
At the start of the battle round, this model can recite one litany it knows that has not already been recited by a friendly model that battle round. Roll one D6; on a 3+ the recited litany is inspiring and takes effect until the end of that battle round.
Litany Of Hate
If this litany is inspiring, you can re-roll hit rolls for attacks made with melee weapons by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
CHARACTER, INFANTRY, WOLF LORD

Wolf Scouts - [ Elite ] - Power 4

Unit Composition
This unit contains 1 Wolf Scout Pack Leader and 4 Wolf Scouts. It can include up to 5 additional Wolf Scouts (Power Rating +4). It can also include a Wolf Guard Pack Leader (Power Rating +2).
The Wolf Scouts and Wolf Scout Pack Leader are each armed with a boltgun, bolt pistol, frag grenades and krak grenades.
A Wolf Guard Pack Leader is armed with a boltgun, bolt pistol, frag grenades and krak grenades.
Name M WS BS S T W A Ld Sv Pts
Wolf Scout 6 3+ 3+ 4 4 1 1 7 4+ 11
Wolf Scout Pack Leader 6 3+ 3+ 4 4 1 1 7 4+ As unit
Wolf Guard Pack Leader 6 3+ 3+ 4 4 1 2 8 3+ 14
Wargear Options
Any Wolf Scout or Wolf Scout Pack Leader may take a camo cloak.
Any Wolf Scout or Wolf Scout Pack Leader may replace its boltgun with a chainsword, combat knife, sniper rifle or Astartes shotgun.
One Wolf Scout may replace his boltgun with a heavy bolter, missile launcher or an item from the Special Weapons list.
One Wolf Scout may either replace his boltgun with a power axe or power sword, or replace his bolt pistol with a plasma pistol.
The Wolf Scout Pack Leader may either replace his boltgun with a power axe or power sword, or replace his bolt pistol with a plasma pistol.
The Wolf Guard Pack Leader may replace his boltgun with a plasma pistol, storm shield or an item from the Melee Weapons or Combi-weapons list; he may also replace his bolt pistol with a plasma pistol, storm shield or an item from the Melee Weapons list.

Show/Hide Unit's Weapons

This unit has army wide special rules

Camo Cloak
If every model in this unit has a camo cloak, then when resolving an attack made with a ranged weapon against a model in this unit whilst it is receiving the benefit of cover, add 2 to the saving throw instead of 1.
Behind Enemy Lines
During deployment, you can set up this unit behind enemy lines instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle - set it up so that it is within 6" of any battlefield edge of your choice and more than 9" away from any enemy models.
Storm Shield
A model with a storm shield has a 3+ invulnerable save. (+2pts per model / +10pts for CHARACTERS / +5pts for Thunderwolf Cav.)
Faction Keywords
IMPERIUM, ADEPTUS ASTARTES, SPACE WOLVES
Keywords
INFANTRY, SCOUT, WOLF SCOUTS

Units: Tyranids

Biovores - [ Heavy Support ] - Power 2

Unit Composition
This unit contains 1 Biovore. It can include 1 additional Biovore (Power Rating +2) or 2 additional Biovores (Power Rating +4). Each model is armed with a spore mine launcher.
Name M WS BS S T W A Ld Sv Pts
Biovore 5 4+ 4+ 4 4 4 2 5 4+ 40
Weapon Range Type S AP D Abilities Pts
Spore mine launcher 48 Heavy 1 See spore mine launcher special rules.0
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Spore Mine Launcher
Each time a spore mine launcher hits the target, roll a D6 to find how much damage is inflicted on the target; on a 1 the Spore Mine fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound, and on a 6 it inflicts D3 mortal wounds. Each time a spore mine launcher misses its target, set up a single <HIVE FLEET> Spore Mine model anywhere within 6" of the target unit and more than 3" from any enemy model (if the Spore Mine cannot be placed it is destroyed). This then follows the rules for a Spore Mine that is part of your army, but it cannot move or charge during the turn it was set up. This weapon can target units that are not visible to the firer, but it cannot be used to fire Overwatch.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, BIOVORES

Broodlord - [ HQ ] - Power 8

Unit Composition
A Broodlord is a single model armed with monstrous rending claws.
Name M WS BS S T W A Ld Sv Pts
Broodlord 8 2+ - 5 5 6 6 10 4+ 115
Weapon Range Type S AP D Abilities Pts
Monstrous rending claws Melee Melee User -3 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.0
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Synapse
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow In The Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Lightning Reflexes
This model has a 5+ invulnerable save.
Swift And Deadly
Models in this unit can charge even if they Advanced during this turn.
Brood Telepathy
You can add 1 to hit rolls in the Fight phase for <HIVE FLEET> GENESTEALER units within 6" of any friendly <HIVE FLEET> Broodlords.
Psyker
A Broodlord can attempt to manifest one psychic power in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite psychic power and one psychic power from the Hive Mind discipline.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
CHARACTER, INFANTRY, GENESTEALER, PSYKER, SYNAPSE, BROODLORD

Carnifexes - [ Heavy Support ] - Power 6

Unit Composition
This unit contains 1 Carnifex. It can include 1 additional Carnifex (Power Rating +6) or 2 additional Carnifexes (Power Rating +12). Each model is armed with two pairs of monstrous scything talons.
Name M WS BS S T W A Ld Sv Pts
Carnifex 7 4+ 4+ 6 7 8 4 6 3+ 67
Wargear Options
Any model may replace one of its pairs of monstrous scything talons with an item from the Monstrous Bio-cannons list.
Any model may replace both of its pairs of monstrous scything talons with two items from the Monstrous Bio-cannons list.
Any model may replace one of its pairs of monstrous scything talons with monstrous crushing claws.
Any model may have toxin sacs (+4pts each) and/or adrenal glands (+5pts each).
Any model may have one of the following: bio-plasma, enhanced senses (+10pts each), a monstrous acid maw or tusks.
Any model may have a thresher scythe or a bone mace.
Any model may have spine banks.
Any model may have spore cysts (+10pts each).
Any model may have chitin thorns (+5pts each).

Show/Hide Unit's Weapons

Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Living Battering Ram
When a model in this unit finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for models in this unit that charged in the same turn.
Monstrous Brood
The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
Chitin Thorns
At the end of the Fight phase, roll a D6 for each enemy unit within 1" of any models with chitin thorns. On a 6, that unit suffers a mortal wound.
Enhanced Senses
A Carnifex with enhanced senses has a Ballistic Skill characteristic of 3+.
Spore Cysts
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a model with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Shrouding Spores ability.
Tusks
You can add 1 to the Attacks characteristic of a Carnifex with tusks in the Fight phase if it charged in the preceding Charge phase.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
MONSTER, CARNIFEXES

Genestealers - [ Troops ] - Power 4

Unit Composition
This unit contains 5 Genestealers. It can include up to 5 additional Genestealers (Power Rating +4), up to 10 additional Genestealers (Power Rating +8), or up to 15 additional Genestealers (Power Rating +12). Each model is armed with rending claws.
Name M WS BS S T W A Ld Sv Pts
Genestealer 8 3+ 4+ 4 4 1 3 9 5+ 10
Wargear Options
Any model may also have a pair of scything talons.
For every four models in the unit, one model may have flesh hooks and/or one model may have an acid maw.
All models in the unit may have toxin sacs (+4pts each) and/or extended carapaces (+2pts each).
Weapon Range Type S AP D Abilities Pts
Acid maw Melee Melee User -3 1 0
Flesh hooks 6 Assault 2 User 0 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.2
Rending claws Melee Melee User -1 1 Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.2
Scything talons Melee Melee User 0 1 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.0
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Flurry Of Claws
Genestealers have 4 Attacks instead of 3 whilst their unit has 10 or more models.
Lightning Reflexes
This model has a 5+ invulnerable save.
Swift And Deadly
Models in this unit can charge even if they Advanced during this turn.
Extended Carapaces
Genestealers with extended carapaces have a Save characteristic of 4+ but lose the Swift and Deadly ability.
Infestation
If your army includes any units of Genestealers, you can place up to four infestation nodes anywhere in your deployment zone when your army deploys. You can then set up any units of Genestealers lurking, instead of setting them up on the battlefield. If an enemy model is ever within 9" of an infestation node, the node is destroyed and removed from the battlefield. Whilst there are any friendly infestation nodes on the battlefield, this unit can stop lurking: at the end of your Movement phase, set it up wholly within 6" of a friendly infestation node. That infestation node is then removed from the battlefield. If this unit is still lurking when the last friendly infestation node is removed, this unit is destroyed.
Extensions Of The Hive Mind
If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, GENESTEALERS

Hive Guard - [ Elite ] - Power 7

Unit Composition
This unit contains 3 Hive Guard. It can include up to 3 additional Hive Guard (Power Rating +6). Each model is armed with either an impaler cannon or a shockcannon.
Name M WS BS S T W A Ld Sv Pts
Hive Guard 5 4+ 3+ 4 5 3 2 7 4+ 18
Wargear Options
All models in the unit may have toxin sacs (+1pt each) and/or adrenal glands (+1pt each).
Weapon Range Type S AP D Abilities Pts
Impaler cannon 36 Heavy 2 8 -2 D3 This weapon can target units that are not visible to the bearer. In addition, units attacked by this weapon do not gain any bonus to their saving throws for being in cover.25
Shockcannon 24 Assault D3 7 -1 D3 If the target is a VEHICLE and you make a wound roll of 4+, the target suffers 1 mortal wound in addition to any other damage. If you make a wound roll of 6+, inflict D3 mortal wounds instead.21
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, HIVE GUARD

Hive Tyrant - [ HQ ] - Power 9

Unit Composition
A Hive Tyrant is a single model armed with two pairs of monstrous scything talons and a prehensile pincer tail.
Name M WS BS S T W A Ld Sv Pts
Hive Tyrant 9 / 16
7 / 12
5 / 8
2+
3+
4+
3+
3+
4+
6 7 12
(4-6)
(1-3)
4 10 3+ 143
Wargear Options
A Hive Tyrant may replace one pair of monstrous scything talons with one item from the Monstrous Bio-cannons or Monstrous Bio-weapons list.
A Hive Tyrant may replace both pairs of monstrous scything talons with two items from the Monstrous Bio-cannons or two items from the Monstrous Bio-weapons list, or with one item from each list.
This model may have wings (Power Rating +2 / +47pts). If it does, it uses its second set of Move characteristics, and it gains the FLY keyword.
This model may have toxin sacs (+4pts) and/or adrenal glands (+5pts).
Weapon Range Type S AP D Abilities Pts
Heavy venom cannon 36 Assautl D3 9 -2 3 18
Lash whip and monstrous bonesword Melee Melee User -2 3 If the bearer is slain in the Fight phase before it has made its attacks, leave it where it is. When its unit is chosen to fight in that phase, the bearer can do so as normal before being removed from the battlefield.15
Monstrous rending claws Melee Melee User -3 D3 You can re-roll failed wound rolls for this weapon. In addition, each time you make a wound roll of 6+, that hit is resolved with an AP of -6 and Damage of 3.0
Monstrous scything talons Melee Melee User -3 3 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.14/15 (Carnifex)
15/20 (H. Tyrant)
Prehensile pincer tail Melee Melee User 0 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.0
Stranglethorn cannon 36 Assault D6 7 -1 2 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models.15
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Synapse
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow In The Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
The Will Of The Hive Mind
The range of a Hive Tyrant's Synapse ability is 18" rather than 12".
Swooping Assault
During deployment, you can set up a Hive Tyrant with wings circling high above instead of placing it on the battlefield. At the end of any of your Movement phases it can swoop down - set it up anywhere on the battlefield that is more than 9" from any enemy models.
Psychic Barrier
A Hive Tyrant has a 4+ invulnerable save.
Psyker
A Hive Tyrant can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite power and two psychic powers from the Hive Mind discipline.
Death Throes
If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
CHARACTER, MONSTER, PSYKER, SYNAPSE, HIVE TYRANT

Hormagaunts - [ Troops ] - Power 3

Unit Composition
This unit contains 10 Hormagaunts. It can include up to 10 additional Hormagaunts (Power Rating +3) or up to 20 additional Hormagaunts (Power Rating +6). Each model is armed with a pair of scything talons.
Name M WS BS S T W A Ld Sv Pts
Hormagaunt 8 4+ 4+ 3 3 1 2 5 6+ 5
Wargear Options
All models in the unit may take toxin sacs (+2pts each) and/or adrenal glands (+1pt each).
Weapon Range Type S AP D Abilities Pts
Scything talons Melee Melee User 0 1 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.0
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Bounding Leap
Whenever this unit piles in and consolidates, it can move up to 6".
Hungering Swarm
If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it fights.
Extensions Of The Hive Mind
If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, HORMAGAUNTS

Lictor - [ Elite ] - Power 2

Unit Composition
A Lictor is a single model armed with flesh hooks, grasping talons and rending claws.
Name M WS BS S T W A Ld Sv Pts
Lictor 9 2+ 4+ 6 4 4 3 9 5+ 30
Weapon Range Type S AP D Abilities Pts
Flesh hooks 6 Assault 2 User 0 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.2
Grasping talons Melee Melee User -1 2 0
Rending claws Melee Melee User -1 1 Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.2
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Chameleonic Skin
Your opponent must subtract 1 from their hit rolls for attacks that target this model. In addition, add 2 instead of 1 to saving throws for this model when it is in cover.
Hidden Hunter
During deployment, you can set up a Lictor in hiding instead of placing it on the battlefield. At the end of any of your Movement phases, the Lictor can spring from its hiding place - set it up anywhere on the battlefield that is more than 9" away from any enemy models. You can re-roll the Lictor's charge distance in the turn in which it uses this ability to arrive on the battlefield.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, LICTOR

Neurothrope - [ HQ ] - Power 4

Unit Composition
A Neurothrope is a single model armed with claws and teeth.
Name M WS BS S T W A Ld Sv Pts
Neurothrope 5 4+ 3+ 4 4 5 1 9 5+ 90
Weapon Range Type S AP D Abilities Pts
Claws and teeth Melee Melee User 0 1 0
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Synapse
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow In The Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Spirit Leech
Each time a Neurothrope slays a model using the Smite psychic power, you can heal a wound on a friendly <HIVE FLEET> ZOANTHROPE within 6".
Warp Field
This model has a 3+ invulnerable save.
Warp Siphon
You can re-roll rolls of 1 when taking Psychic tests for friendly <HIVE FLEET> ZOANTHROPE units within 6" of this model.
Psyker
A Neurothrope can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. A Neurothrope knows the Smite psychic power and one psychic power from the Hive Mind discipline.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
CHARACTER, FLY, INFANTRY, ZOANTHROPE, PSYKER, SYNAPSE, NEUROTHROPE

Raveners - [ Fast Attack ] - Power 4

Unit Composition
This unit contains 3 Raveners. It can include up to 3 additional Raveners (Power Rating +4) or up to 6 additional Raveners (Power Rating +8). Each model is armed with two pairs of scything talons.
Name M WS BS S T W A Ld Sv Pts
Ravener 12 3+ 4+ 4 4 3 4 5 5+ 18
Wargear Options
Any model may replace one of its pairs of scything talons with rending claws.
Any model may have spinefists, a devourer or a deathspitter.
Weapon Range Type S AP D Abilities Pts
Rending claws Melee Melee User -1 1 Each time you make a wound roll of 6+, that hit is resolved with an AP of -4.2
Scything talons Melee Melee User 0 1 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.0
Spinefists 12 Pistol X 3 0 1 When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.1 (0 for Termagant)
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Death From Below
During deployment, you can set up a Ravener unit underground instead of placing it on the battlefield. At the end of any of your Movement phases, the Raveners can burrow to the surface - set them up anywhere on the battlefield that is more than 9" away from any enemy models.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, RAVENERS

Ripper Swarms - [ Troops ] - Power 2

Unit Composition
This unit contains 3 Ripper Swarms. It can include up to 3 additional Ripper Swarms (Power Rating +2) or up to 6 additional Ripper Swarms (Power Rating +3). Each model is armed with claws and teeth.
Name M WS BS S T W A Ld Sv Pts
Ripper swarm 6 5+ 5+ 3 3 3 4 5 6+ 11
Wargear Options
All models in the unit may also take spinemaws.
Weapon Range Type S AP D Abilities Pts
Claws and teeth Melee Melee User 0 1 0
Spinemaws 6 Pistol 4 2 0 1 2
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Burrowers
During deployment, you can set up a unit of Ripper Swarms underground instead of on the battlefield. At the end of any of your Movement phases, they can tunnel up to the battlefield - set them up anywhere that is more than 9" from any enemy models.
Extensions Of The Hive Mind
If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
SWARM, RIPPERS

Screamer-Killers - [ Heavy Support ] - Power 6

Unit Composition
This unit contains 1 Screamer-Killer. It can include 1 additional Screamer-Killer (Power Rating +6) or 2 additional Screamer-Killers (Power Rating +12). Each model is armed with a bio-plasmic scream and two pairs of monstrous scything talons.
Name M WS BS S T W A Ld Sv Pts
Screamer-Killer 7 4+ 4+ 6 7 8 4 6 3+ 90
Wargear Options
Any model may have toxin sacs (+4pts each) and/or adrenal glands (+5pts each).
Any model may have spore cysts (+10pts each).
Weapon Range Type S AP D Abilities Pts
Bio-plasmic scream 18 Assault D6 7 -4 1 0
Monstrous scything talons Melee Melee User -3 3 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.14/15 (Carnifex)
15/20 (H. Tyrant)
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Living Battering Ram
When a model in this unit finishes a charge move, roll a dice; on a 4+ one enemy unit within 1" suffers a mortal wound. In addition, add 1 to all hit rolls in the Fight phase for models in this unit that charged in the same turn.
Monstrous Brood
The first time this unit is set up on the battlefield, all of its models must be placed within 6" of at least one other model in their unit. From that point onwards, each operates independently and is treated as a separate unit.
Spore Cysts
Your opponent must subtract 1 from their hit rolls for ranged attacks that target a model with spore cysts. This is not cumulative with the penalties to hit rolls incurred from the Shrouding Spores ability.
Terrifying
Your opponent must add 1 to any Morale tests for enemy units within 8" of one or more Screamer-Killers.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
MONSTER, CARNIFEX, SCREAMER-KILLERS

Spore Mines - [ Fast Attack ] - Power 2

Unit Composition
This unit contains 3 Spore Mines. It can include up to 3 additional Spore Mines (Power Rating +1), or up to 6 additional Spore Mines (Power Rating +2).
Name M WS BS S T W A Ld Sv Pts
Spore Mine 3 - - 1 1 1 1 10 7+ 10
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Float Down
During deployment, you can set up a Spore Mine unit in the upper atmosphere instead of on the battlefield. At the end of any of your Movement phases, it can float down to the battlefield - set it up anywhere that is more than 12" from any enemy models.
Floating Death
A Spore Mine explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Spore Mine explodes, roll a D6; on a 1 it fails to inflict any harm, on a 2-5 it inflicts 1 mortal wound on the nearest enemy unit, and on a 6 it inflicts D3 mortal wounds on that unit. The Spore Mine is then destroyed.
Living Bombs
Spore Mines automatically pass Morale tests. Furthermore, Spore Mines are discounted for the purposes of any victory conditions - their destruction never awards victory points, they do not count towards the number of models controlling an objective, and they do not count when determining if a player has any models left on the battlefield. If you are playing a matched play game, the creation of new Spore Mines by another unit (e.g. from a Sporocyst's Spore Node ability, a Biovore's Spore Mine Launcher ability or a Harpy's Spore Mine Cysts ability) is free, and the Spore Mines' points cost does not come out of your pool of reinforcement points.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
FLY, SPORE MINES

Termagants - [ Troops ] - Power 3

Unit Composition
This unit contains 10 Termagants. It can include up to 10 additional Termagants (Power Rating +3) or up to 20 additional Termagants (Power Rating +6). Each model is armed with a fleshborer.
Name M WS BS S T W A Ld Sv Pts
Termagant 6 4+ 4+ 3 3 1 1 5 6+ 4
Wargear Options
Any model may replace its fleshborer with a devourer or spinefists.
All models in the unit may have toxin sacs (+1pt per model) and/or adrenal glands (+1pt per model).
Weapon Range Type S AP D Abilities Pts
Fleshborer 12 Assault 1 4 0 1 0
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Instinctive Behaviour
Unless a <HIVE FLEET> unit with this ability is within 24" of a friendly <HIVE FLEET> SYNAPSE unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.
Hail Of Living Ammunition
If this unit contains 20 or more models, you can re-roll wound rolls of 1 when it shoots.
Extensions Of The Hive Mind
If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, TERMAGANTS

Trygon Prime - [ Heavy Support ] - Power 10

Unit Composition
A Trygon Prime is a single model armed with a bio-electric pulse with containment spines, a biostatic rattle and three pairs of massive scything talons.
Name M WS BS S T W A Ld Sv Pts
Trygon Prime 9
7
5
3+
4+
5+
4+
5+
6+
7 6 12
(4-6)
(1-3)
6 9 3+ 138
Wargear Options
This model may replace its biostatic rattle with a prehensile pincer tail or toxinspike.
This model may have toxin sacs (+8pts) and/or adrenal glands (+5pts).
Weapon Range Type S AP D Abilities Pts
Bio-electric pulse with containment spines 12 Assault 12 5 0 1 0
Biostatic rattle Melee Melee User -1 1 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. If a unit suffers any unsaved wounds from this weapon, add 1 to any Morale tests they take until the end of the turn.0
Massive scything talons Melee Melee User -3 D6 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of monstrous scything talons, it can make 1 additional attack with this weapon each time it fights.30 for 2+ pairs (Trygon)
Prehensile pincer tail Melee Melee User 0 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.0
Toxinspike Melee Melee 1 0 3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks. This weapon always wounds targets (other than VEHICLES) on a 2+.1
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Synapse
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow In The Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Subterranean Assault
During deployment, you can set up a Trygon Prime underground instead of placing it on the battlefield. At the same time, you can set up a <HIVE FLEET> Troops unit in the Trygon Prime's tunnel. At the end of any of your Movement phases, set up the Trygon Prime anywhere on the battlefield that is more than 9" away from any enemy models. If there is another unit in the Trygon Prime's tunnel, set it up at the same time wholly within 3" of the Trygon Prime and more than 9" away from any enemy models. Any models that you cannot place in this way are destroyed.
Death Throes
If this model is reduced to 0 wounds, roll a dice before removing the model from the battlefield; on a 6, it lashes out in its death throes, and each unit within 3" suffers D3 mortal wounds.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
MONSTER, CHARACTER, SYNAPSE, TRYGON PRIME

Tyranid Prime - [ HQ ] - Power 6

Unit Composition
A Tyranid Prime is a single model armed with scything talons and a devourer.
Name M WS BS S T W A Ld Sv Pts
Tyranid Prime 6 2+ 3+ 5 5 6 4 10 3+ 70
Wargear Options
This model may replace its devourer with one weapon from the Basic Bio-weapons or Melee Bio-weapons list.
This model may replace its scything talons with one weapon from the Melee Bio-weapons list.
This model may have flesh hooks.
This model may have toxin sacs (+4pts) and/or adrenal glands (+1pt).
Weapon Range Type S AP D Abilities Pts
Boneswords Melee Melee User -2 1 A model armed with boneswords can make 1 additional attack with them in the Fight phase.2
Flesh hooks 6 Assault 2 User 0 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.2
Scything talons Melee Melee User 0 1 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.0
Spinefists 12 Pistol X 3 0 1 When a model fires this weapon, it makes a number of shots equal to its Attacks characteristic.1 (0 for Termagant)
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Synapse
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow In The Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Alpha Warrior
You can add 1 to hit rolls for all <HIVE FLEET> Tyranid Warrior units that are within 6" of any friendly <HIVE FLEET> Tyranid Primes.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
CHARACTER, INFANTRY, SYNAPSE, TYRANID PRIME

Tyranid Shrikes - [ Fast Attack ] - Power 6

Unit Composition
This unit contains 3 Tyranid Shrikes. It can include up to 3 additional Tyranid Shrikes (Power Rating +6) or up to 6 additional Tyranid Shrikes (Power Rating +12). Each model is armed with a devourer and scything talons.
Name M WS BS S T W A Ld Sv Pts
Tyranid Shrike 12 3+ 4+ 4 4 3 3 9 4+ 26
Wargear Options
Any model may replace its devourer with one weapon from the Basic Bio-weapons list.
Any model may replace its scything talons with one weapon from the Melee Bio-weapons list.
For every three models in the unit, one model may replace its devourer with one weapon from the Basic Bio-cannons list.
All models in the unit may have flesh hooks.
All models in the unit may have toxin sacs (+4pts each) and/or adrenal glands (+1pt each).
Weapon Range Type S AP D Abilities Pts
Deathspitter 24 Assault 3 5 -1 1 5
Flesh hooks 6 Assault 2 User 0 1 This weapon can be fired within 1" of an enemy unit, and can target enemy units within 1" of friendly units.2
Scything talons Melee Melee User 0 1 You can re-roll hit rolls of 1 for this weapon. If the bearer has more than one pair of scything talons, it can make 1 additional attack with this weapon each time it fights.0
Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Synapse
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow In The Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, SYNAPSE, FLY, TYRANID SHRIKES

Tyranid Warriors - [ Troops ] - Power 5

Unit Composition
This unit contains 3 Tyranid Warriors. It can include up to 3 additional Tyranid Warriors (Power Rating +4) or up to 6 additional Tyranid Warriors (Power Rating +8). Each model is armed with a pair of scything talons and a devourer.
Name M WS BS S T W A Ld Sv Pts
Tyranid Warrior 6 3+ 4+ 4 4 3 3 9 4+ 18
Wargear Options
Any model may replace its devourer with one weapon from the Basic Bio-weapons or Melee Bio-weapons list.
Any model may replace its scything talons with one weapon from the Melee Bio-weapons list.
For every three models in the unit, one model may replace its devourer with one weapon from the Basic Bio-cannons list.
All models in the unit may have flesh hooks.
All models in the unit may have toxin sacs (+4pts each) and/or adrenal glands (+1pt each).

Show/Hide Unit's Weapons

Hive Fleet Adaptations
If your army is Battle-forged, all units in Tyranids Detachments gain a Hive Fleet Adaptation, so long as every unit in that Detachment is from the same hive fleet. The Hive Fleet Adaptation gained depends upon the hive fleet they are from.
If you are using a splinter fleet rather than a hive fleet, use the Hive Fleet Adaptation of its parent hive fleet. For example, the Court of the Nephilim King is a splinter fleet of Hive Fleet Behemoth, so should use the Behemoth Hive Fleet Adaptation. If you are unsure of a splinter fleet's parent hive fleet, either consult the background sections of our books, or choose an adaptation that best describes its character and fighting style, or create your own adaptation by choosing 2 of the lesser Hive Fleet Adaptations.
Synapse
<HIVE FLEET> units automatically pass Morale tests if they are within 12" of any friendly <HIVE FLEET> units with this ability.
Shadow In The Warp
Enemy PSYKERS must subtract 1 from any Psychic tests they make if they are within 18" of any units with this ability. TYRANID PSYKERS are not affected.
Extensions Of The Hive Mind
If your army is Battle-forged, all Troops units in Tyranids Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
Faction Keywords
TYRANIDS, <HIVE FLEET>
Keywords
INFANTRY, SYNAPSE, TYRANID WARRIORS

Units: Everyone

Aegis Defence Line - [ Fortification ] - Power 5

Unit Composition
This unit contains 4 Large Shield Sections and 4 Small Shield Sections. It can also contain 1 Gun Emplacement. The Gun Emplacement is equipped with an Icarus lascannon.
Name M WS BS S T W A Ld Sv Pts
Aegis Defence Line - - - - - - - - - 75
Gun Emplacement - - 5+ - 7 3 - - 4+ 0
Wargear Options
The Gun Emplacement can be equipped with 1 quad-gun instead of 1 Icarus lascannon.
Weapon Range Type S AP D Abilities Pts
Icarus lascannon 96 Heavy 1 9 -3 D6 When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.25
Quad gun 48 Heavy 8 7 -1 1 When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.30
Static Defence Network
Each Small Shield Section and Large Shield Section in this unit must be set up so that it is in end-to-end contact with at least one other Small Shield Section or Large Shield Section in this unit, and this unit's Gun Emplacement must be set up within 6" of any Small Shield Section or Large Shield Section in this unit. After it is set up, this unit's Small Shield Sections and Large Shield Sections are treated as a single terrain feature that follows the rules for Barricades.
Immobile
(Gun emplacement only) This model cannot move for any reason, nor can it fight in the Fight phase. When resolving an attack made against this model in the Fight phase, do not make a hit roll: it automatically scores a hit. This model can shoot in your Shooting phase even if there are enemy units within 1" of it, and friendly units can target enemy units that are within 1" of this model.
Automated Weapons
(Gun emplacement only) Unless a friendly INFANTRY model is within 1" of this model, this model can only target the closest visible enemy unit when it makes attacks. If two or more units are equally close, you can choose which is targeted.
Faction Keywords
UNALIGNED
Keywords
AEGIS DEFENCE LINE
(Gun Emplacement Only) VEHICLE, GUN EMPLACEMENT

Orks Army Wide Rules

'Ere We Go
You can re-roll charge rolls for this unit. When doing so, you can re-roll all or any of the dice.
Mob Rule
When using the Leadership characteristic of this unit, you can use either its own Leadership characteristic, or you can choose for the characteristic to be equal to either the number of models in the unit or the number of models in another friendly unit within 6" that has this ability.
Dakka! Dakka! Dakka!
Each time you roll an unmodified hit roll of 6 for an attack with a ranged weapon made by a model in this unit, that hit roll succeeds regardless of any modifiers. In addition, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls. When firing a weapon with randomly determined characteristics (e.g. a bubblechukka), any additional hit rolls use the same characteristics as the hit roll that generated the additional hit roll. This ability does not affect weapons that automatically hit their target.
Clan Kulturs
If your army is Battle-forged, all <CLAN> units in ORK Detachments (excluding those in Super-heavy Auxiliary Detachments) gain either a Clan Kultur or a Specialist Mob Subkultur, so long as every unit in that Detachment is from the same clan or mob. If you have chosen a clan that does not have an associated Clan Kultur, you can choose the kultur that best suits the fighting style and strategies of the greenskins that hail from it.

Space Marines Army Wide Rules

Angels Of Death
This unit has the following abilities: And They Shall Known No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
And They Shall Know No Fear
When a Morale test is taken for this unit, you can re-roll the dice.
Bolter Discipline
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model's target is within half the weapon's maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (as defined on page 166) with the Rapid Fire type.
Shock Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Combat Doctrines
If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).
Devastator Doctrine = The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.
Tactical Doctrine = The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.
Assault Doctrine = The Armour Penetration characteristic of Pistol and Melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.
In addition, units in your army with the Combat Doctrines ability gain another bonus to the Combat Doctrine rule, so long as, with the exception of UNALIGNED units, every unit from your army is from the same Space Marine Chapter. Successor Chapters must always use the same bonus as their First Founding Chapter. These rules can be found in with the Chapter Tactics of the respective Chapters.
Chapter Tactics
If your army is Battle-forged, units (other than SERVITORS) in a Space Marines Detachment (other than a Super-heavy Auxiliary Detachment) gain the Chapter Tactics ability, so long as every unit in that Detachment is drawn from the same Chapter.
The Chapter Tactic gained depends upon the Chapter they are drawn from, as stated in the unit's keywords. If the unit has the <CHAPTER> keyword, you must choose which Chapter the unit is from. If your Chapter does not have an associated Chapter Tactic, you must instead create a Successor Chapter Tactic for them. In this case, unless otherwise stated, your Chapter can take two Successor Tactics.

Space Wolves Army Wide Rules

Angels Of Death
This unit has the following abilities: And They Shall Known No Fear, Bolter Discipline, Shock Assault and Combat Doctrines.
And They Shall Know No Fear
When a Morale test is taken for this unit, you can re-roll the dice.
Bolter Discipline
Instead of following the normal rules for Rapid Fire weapons, models in this unit firing Rapid Fire bolt weapons make double the number of attacks if any of the following apply:
  • The firing model's target is within half the weapon's maximum range.
  • The firing model is INFANTRY and every model in its unit remained stationary in your previous Movement phase.
  • The firing model is a TERMINATOR, BIKER, CENTURION or DREADNOUGHT.
For the purposes of this ability, a Rapid Fire bolt weapon is any bolt weapon (as defined on page 166) with the Rapid Fire type.
Shock Assault
If this unit makes a charge move, is charged or performs a Heroic Intervention, add 1 to the Attacks characteristic of models in this unit until the end of the turn.
Combat Doctrines
If your army is Battle-forged and if every unit from your army has this ability (excluding Servitor and Unaligned units), this unit gains a bonus (see below) depending on which combat doctrine is active for your army, as follows:
  • During the first battle round, the Devastator Doctrine is active for your army.
  • During the second battle round, the Tactical Doctrine is active for your army.
  • At the start of the third battle round, select either the Tactical Doctrine or Assault Doctrine: until the end of that battle round, the doctrine you selected is active for your army.
  • During the fourth and subsequent battle rounds, the Assault Doctrine is active for your army.
Unless specified otherwise, this bonus is not cumulative with any other rules that improve the Armour Penetration characteristic of a weapon (e.g. the Storm of Fire Warlord Trait).
Devastator Doctrine = The Armour Penetration characteristic of Heavy and Grenade weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.
Tactical Doctrine = The Armour Penetration characteristic of Rapid Fire and Assault weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.
Assault Doctrine = The Armour Penetration characteristic of Pistol and Melee weapons this model is equipped with is improved by 1 whilst this combat doctrine is active.
In addition, units in your army with the Combat Doctrines ability gain another bonus to the Combat Doctrine rule, so long as, with the exception of UNALIGNED units, every unit from your army is from the same Space Marine Chapter. Successor Chapters must always use the same bonus as their First Founding Chapter. These rules can be found in with the Chapter Tactics of the respective Chapters.
Chapter Tactics
If your army is Battle-forged, units (other than SERVITORS) in a Space Marines Detachment (other than a Super-heavy Auxiliary Detachment) gain the Chapter Tactics ability, so long as every unit in that Detachment is drawn from the same Chapter.
The Chapter Tactic gained depends upon the Chapter they are drawn from, as stated in the unit's keywords. If the unit has the <CHAPTER> keyword, you must choose which Chapter the unit is from. If your Chapter does not have an associated Chapter Tactic, you must instead create a Successor Chapter Tactic for them. In this case, unless otherwise stated, your Chapter can take two Successor Tactics.

Clan Kulturs

BAD MOONS: ARMED TO DA TEEF
Re-roll hit rolls of 1 for attacks made by models with this kultur in the Shooting phase.
BLOOD AXES: TAKTIKS
A unit with this kultur gains the benefit of cover, even while they are not entirely on or in a terrain feature, if the enemy model making the attack is at least 18" away. In addition, units with this kultur can shoot or charge (but not both) even if they Fell Back in the same turn - if such a unit is embarked, it can only do so if the Transport that Fell Back also has this kultur.
DEATHSKULLS: LUCKY BLUE GITZ
Models with this kultur have a 6+ invulnerable save. In addition, you can re-roll a single hit roll, a single wound roll and a single damage roll for each unit with this kultur each time it shoots or fights. In addition, INFANTRY units with this kultur gain the 'Dis is Ours! Zogg Off!' ability, even if they do not have the Troops battlefield role.
EVIL SUNZ: RED ONES GO FASTA
Add 1 to the Move characteristic of models with this kultur (adding 2 instead if that model is a SPEED FREEK), and add 1 to Advance and charge rolls made for them. In addition, models with this kultur do not suffer the penalty to their hit rolls for Advancing and firing Assault weapons.
FREEBOOTERZ: COMPETITIVE STREAK
Add 1 to hit rolls for attacks made by models with this kultur if any other friendly unit with this kultur within 24" has destroyed an enemy unit this phase.
GOFFS: NO MUKKIN' ABOUT
Each time you roll an unmodified hit roll of 6 for an attack with a melee weapon made by a model with this kultur, immediately make an additional hit roll against the same target using the same weapon. These additional hit rolls cannot themselves generate any further hit rolls.
SNAKEBITES: DA OLD WAYS
Roll a dice each time a model with this kultur loses a wound. On a 6 the wound is not lost. If a model has a similar ability (e.g. the Supa-Cybork Shiny Gubbinz or Ramshackle ability) you can choose which ability to use when a model loses a wound, but you cannot use both.
BOOMBOYZ: BLOW IT UP!
Specialist Mob Subkultur
Improve the Strength and Armour Penetration characteristics of rokkit and stikkbomb weapons (these are weapons that have the name 'rokkit' or 'stikkbomb' in their profile), as well as tankbusta bombs, wing missiles, kannons, killkannons, deffkannons, da boomer and lobbas equipped on models in a unit with this Subkultur by 1 (e.g. AP -2 becomes AP -3). Note that for combi-weapons, this bonus only applies to attacks made with the rokkit launcha profile.
FERAL ORKS: WILDBOYZ
Specialist Mob Subkultur
WARBOSS, WEIRDBOY, NOBZ and BOYZ only (excluding BIKER and MEGA ARMOUR). Models in a unit with this Subkultur can pile in up to 6". When making an Advance roll for a unit with this Subkultur, roll two additional dice and discard two of the results.
FLYBOYZ: CRUCIAL VELOCITY
Specialist Mob Subkultur
FLY models only. When resolving an attack made with a ranged weapon against a unit with this Subkultur by a model that is more than 1" away, that unit is treated as having the benefit of cover to its saving throw. When resolving an attack made with a melee weapon against a unit with this Subkultur in a turn in which it was more than 1" away from any enemy units at the start of the preceding Charge phase, subtract 1 from the hit roll.
GROT MOBS: CHEEKY ZOGGERZ
Specialist Mob Subkultur
GRETCHIN models only. Models in a unit with this Subkultur gain a 6+ invulnerable save. When resolving an attack by a VEHICLE model in a unit with this Subkultur, re-roll a hit roll of 1.
HUNTAS: SNEAKY DEVILS
Specialist Mob Subkultur
INFANTRY models only (excluding GRETCHIN). Whilst a model in a unit with this Subkultur is on or within a terrain feature, it gains a 5+ invulnerable save. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, while that model or any model in the target unit is on or within a terrain feature, improve the weapon's Armour Penetration characteristic by 1 for that attack (e.g. AP -2 becomes AP -3).
MADBOYZ: FRANTIC
Specialist Mob Subkultur
INFANTRY and BIKER units only (excluding GRETCHIN). At the start of each battle round, roll one D3 and consult the table below to establish what effect applies to units with this Subkultur until the end of the battle round. This roll cannot be re-rolled.
1. Moroniks: When resolving an attack that targets a unit with this Subkultur, add 1 to the saving throw (invulnerable saving throws are unaffected).
2. Nuttaz: Units with this Subkultur automatically pass Morale tests.
3. Frenzies: Add 1 to the Strength characteristic of models in a unit with this Subkultur.
PYROMANIACS: ARSONISTS
Specialist Mob Subkultur
You can re-roll any and all of the dice when determining the number of shots made for burnas, skorchas, burna bottles, burna exhausts, killa jets and skorcha missiles equipped on models in a unit with this Subkultur. When resolving an attack made with the melee profile of a burna equipped on a model with this Subkultur, you can re-roll the wound roll. When resolving the burna bombs ability for a unit with this Subkultur, add 1 to each roll.
TIN 'EADS: KRUSH 'N' KRUMP!
Specialist Mob Subkultur
KILLA KANS, DEFFDREADS, MEGA ARMOUR, MORKANAUTS, GORKANAUTS and STOMPAS only. When resolving an attack made with a melee weapon by a model in a unit with this Subkultur, add 1 to the hit roll.

Chapter Tactics

SALAMANDERS: FORGED IN BATTLE
When a unit with this tactic fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll. When resolving an attack made with a weapon that has an Armour Penetration characteristic of -1 against a unit with this tactic, that weapon is treated as having an Armour Penetration characteristic of 0.
Combat Doctrine Bonus: PROMETHEAN CULT = Whilst the Tactical Doctrine is active, when resolving an attack made with a flame or melta weapon by a model with this ability, add 1 to the wound roll.
ULTRAMARINES: CODEX DISCIPLINE
Add 1 to the Leadership characteristic of models with this tactic. Units with this tactic that cannot FLY can shoot in a turn in which they Fell Back, but if they do, when resolving an attack made by a model in that unit in the Shooting phase of that turn, subtract 1 from the hit roll.
Combat Doctrine Bonus: SCIONS OF GUILLIMAN = Whilst the Tactical Doctrine is active, models with this ability that moved in your Movement phase, but did not Advance or Fall Back, can make attacks with ranged weapons in the following Shooting phase as if their unit had remained stationary this turn.
BOLTER FUSILLADES
Codex Space Marines Successor Chapter Tactic
When resolving an attack made with a bolt weapon by a model with this tactic, re-roll a hit roll of 1.
BORN HEROES
Codex Space Marines Successor Chapter Tactic
CHARACTER units with this tactic can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
DUELLISTS
Codex Space Marines Successor Chapter Tactic
When resolving an attack made with a melee weapon by a model with this tactic against an INFANTRY or BIKER unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
You cannot select this tactic if you have already selected the Whirlwind of Rage tactic.
FEARSOME ASPECT
Codex Space Marines Successor Chapter Tactic
Subtract 1 from the Leadership characteristic of enemy units whilst they are within 3" of any units from your army with this tactic.
HUNGRY FOR BATTLE
Codex Space Marines Successor Chapter Tactic
When a unit with this tactic Advances or makes a charge move, add 1 to the Advance roll or charge roll.
INDOMITABLE
Codex Space Marines Successor Chapter Tactic
When a Morale test is taken for a unit with this tactic, no more than one model can flee.
INHERITORS OF THE PRIMARCH
Codex Space Marines Successor Chapter Tactic
If you select this Successor Tactic you cannot select a second. Select one of the following Chapters and use the Chapter Tactic of that Chapter: Ultramarines, Imperial Fists, White Scars, Raven Guard, Salamanders, Iron Hands.
If in the background of our publications, your Chapter is a known successor of a specific First Founding Chapter (for example, the Storm Lords Chapter is a known successor of the White Scars), then if you select this Successor Tactic you must select the Chapter Tactic of that First Founding Chapter.
KNOWLEDGE IS POWER
Codex Space Marines Successor Chapter Tactic
When a Psychic test or Deny the Witch test is taken for a PSYKER model with this tactic, re-roll any or all dice rolls of 1.
LONG-RANGE MARKSMEN
Codex Space Marines Successor Chapter Tactic
Add 3" to the Range characteristic of ranged weapons models with this tactic are equipped with.
MASTER ARTISANS
Codex Space Marines Successor Chapter Tactic
When a unit with this tactic fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll and you can re-roll a single wound roll.
PREFERRED ENEMY
Codex Space Marines Successor Chapter Tactic
When you select this tactic, select one of the following Faction keywords: TYRANIDS, AELDARI, ORK, HERETIC ASTARTES, NECRONS, T'AU EMPIRE. When resolving an attack made with a melee weapon by a model with this tactic against a unit with that Faction keyword in a turn in which that model made a charge move, was charged or performed a Heroic Intervention, you can re-roll the hit roll.
RAPID ASSAULT
Codex Space Marines Successor Chapter Tactic
Models with this tactic do not suffer the penalty for Advancing and firing Assault weapons.
SCIONS OF THE FORGE
Codex Space Marines Successor Chapter Tactic
Models with this tactic that have a damage table are considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.
STALWART
Codex Space Marines Successor Chapter Tactic
When resolving an attack made against a unit with this tactic, an unmodified wound roll of 1 or 2 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
STEALTHY
Codex Space Marines Successor Chapter Tactic
When resolving an attack made with a ranged weapon against a unit with this tactic by a model that is more than 12" away, that unit is treated as having the benefit of cover to its saving throw.
STOIC
Codex Space Marines Successor Chapter Tactic
Add 1 to the Leadership characteristic of models with this tactic.
TACTICAL WITHDRAWAL
Codex Space Marines Successor Chapter Tactic
Units with this tactic can charge in a turn in which they Fell Back.
WARDED
Codex Space Marines Successor Chapter Tactic
When a model with this tactic would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
WHIRLWIND OF RAGE
Codex Space Marines Successor Chapter Tactic
When resolving an attack made with a melee weapon by a model with this tactic in a turn in which that model's unit made a charge move, was charged or performed a Heroic Intervention, an unmodified hit roll of 6 scores 1 additional hit.
You cannot select this tactic if you have already selected the Duellists tactic.

Chapter Tactics

SPACE WOLVES: HUNTERS UNLEASHED
In any turn in which a unit with this ability made a charge move, was charged or made a Heroic Intervention, you can add 1 to its hit rolls in the Fight phase. In addition, CHARACTERS with this ability can perform a Heroic Intervention if, after the enemy has completed all of their charge moves, there are any enemy units within 6" of them. They can move up to 6" when performing a Heroic Intervention, so long as they end the move closer to the nearest enemy model.
Combat Doctrine Bonus: SAVAGE FURY = Whilst the Assault Doctrine is active, if an unmodified hit roll of 6 is made for an attack made with a melee weapon by a unit with this ability, that attack scores 1 additional hit on the target.

Hive Fleet Adaptations

BEHEMOTH: HYPER-AGGRESSION
You can re-roll failed charge rolls for units with this adaptation.
GORGON: ADAPTIVE TOXINS
You can re-roll wound rolls of 1 in the Fight phase for units with this adaptation.
HYDRA: SWARMING INSTINCTS
You can re-roll hit rolls in the Fight phase for units with this adaptation that target units containing fewer models than their own.
JORMUNGANDR: TUNNEL NETWORKS
A unit with this adaptation (other than units that can FLY) always has the benefit of cover for the purposes of shooting attacks. If the unit Advances or declares a charge, however, it loses the benefit of this adaptation until the start of your next Movement phase.
KRAKEN: QUESTING TENDRILS
When a unit with this adaptation Advances, roll three dice instead of one and pick the highest to add to the Move characteristic of all models in the unit for that Movement phase. In addition, such units can Fall Back and charge in the same turn.
KRONOS: BIO-BARRAGE
You can re-roll hit rolls of 1 for units with this adaptation in your Shooting phase if they did not move in the preceding Movement phase.
LEVIATHAN: SYNAPTIC IMPERATIVE
Roll a D6 each time a unit with this adaptation loses a wound whilst it is within 6" of a friendly SYNAPSE unit from the same hive fleet. On a 6, the damage is ignored and the unit does not lose a wound. Ignore this adaptation on a unit that is currently affected by the Catalyst psychic power.
ADAPTIVE EXOSKELETON
Lesser Hive Fleet Adaptation
TERMAGANT, HORMAGAUNT and GARGOYLE models with this adaptation have a 6+ invulnerable save.
BESTIAL NATURE
Lesser Hive Fleet Adaptation
Add 2 to the Attacks characteristic of a model with this adaptation that has a damage table whilst using the bottom row of that model's damage table.
BIO-METALLIC CYSTS
Lesser Hive Fleet Adaptation
Improve the Armour Penetration characteristic of Scything Talons that models with this adaptation are equipped with by 1 (e.g. AP 0 becomes AP -1).
BIOSPHERE CONSUMPTION
Lesser Hive Fleet Adaptation
When a MONSTER model with this adaptation would lose a wound, if that model's unit did not move during your last Movement phase or it is the first battle round, and there are no enemy units within 1" of that model's unit, roll one D6; on a 6 that wound is not lost.
CRANIAL CHANNELLING
Lesser Hive Fleet Adaptation
Once per turn, when a Psychic test is taken for a model with this adaptation, you can re-roll the result.
FEEDING FRENZY
Lesser Hive Fleet Adaptation
When a pile-in move is made for a unit with this adaptation, models in that unit can move up to 6" instead of 3".
HORROR FROM BEYOND
Lesser Hive Fleet Adaptation
Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 3" of any MONSTER units from your army with this adaptation.
HYPERMETABOLIC ACCELERATION
Lesser Hive Fleet Adaptation
When a unit with this adaptation Advances, you can re-roll the Advance roll.
MEMBRANOUS MOBILITY
Lesser Hive Fleet Adaptation
When resolving an attack made with a melee weapon against a model with this adaptation that can FLY, subtract 1 from the hit roll.
METAMORPHIC REGROWTH
Lesser Hive Fleet Adaptation
A model with this adaptation regains up to 1 lost wound at the start of your turn.
MORPHIC SINEWS
Lesser Hive Fleet Adaptation
MONSTER models with this adaptation do not suffer the penalty for moving and firing Heavy weapons, nor for Advancing and firing Assault weapons.
PACK HUNTERS
Lesser Hive Fleet Adaptation
When resolving an attack made with a melee weapon by a model with this adaptation against a unit that contains fewer models than that model's unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack (e.g. AP 0 become AP -1).
PREY-SIGHT
Lesser Hive Fleet Adaptation
If a MONSTER unit with this adaptation makes a charge move, is charged or performs a Heroic Intervention, then until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the hit roll.
SENSES OF THE OUTER DARK
Lesser Hive Fleet Adaptation
When a model with this adaptation would lose a wound as a result of an Overwatch attack, roll one D6; on a 4+ that wound is not lost.
SHREWD PREDATORS
Lesser Hive Fleet Adaptation
When a model with this adaptation makes a consolidation move, if there are no enemy models within 3", that model does not have to end the move closer to the nearest enemy model.
SPOREMIST SPINES
Lesser Hive Fleet Adaptation
A unit with this adaptation can Advance in a turn in which it Falls Back.
SYNAPTIC AUGMENTATION
Lesser Hive Fleet Adaptation
When a <HIVE FLEET> unit with this adaptation that is within 6" of a friendly <HIVE FLEET> PSYKER or <HIVE FLEET> SYNAPSE unit fires Overwatch or is chosen to shoot or fight with, you can re-roll a single hit roll.

Psychic Powers: Orks

Power Of The Waaagh!: DA JUMP
Da Jump has a warp charge value of 7. If manifested, select a friendly ORK INFANTRY unit within 12" of the psyker. Remove that unit from the battlefield, and then set it up anywhere on the battlefield more than 9" away from any enemy units. That unit counts as having moved for any rules purposes, such as firing Heavy weapons.
Power Of The Waaagh!: DA KRUNCH
Da Krunch has a warp charge value of 8. If manifested, select an enemy unit within 18" of the psyker. Roll a D6 for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound. Then roll 2D6; on a 10+ roll a D6 once more for each model in that unit. For each roll of 6, that unit suffers 1 mortal wound.
Power Of The Waaagh!: 'EADBANGER
'Eadbanger has a warp charge value of 8. If manifested, roll a D6 and compare it to the Toughness characteristic of the closest enemy model that is visible to and within 18" of the psyker. If the result is higher than the model's Toughness, it is slain
Power Of The Waaagh!: FISTS OF GORK
Fists of Gork has a warp charge value of 6. If manifested, select a friendly ORK CHARACTER model that is visible to and within 12" of the psyker. Add 2 to that model's Strength and Attacks characteristics until the start of your next Psychic phase
Power Of The Waaagh!: ROAR OF MORK
Roar of Mork has a warp charge value of 8. If manifested, subtract 1 from the Leadership characteristic of enemy units while they are within 18" of the psyker until your next Psychic phase.
Power Of The Waaagh!: WARPATH
Warpath has a warp charge value of 7. If manifested, select a friendly ORK unit within 18" of the psyker. Increase that unit's Attacks characteristic by 1 until your next Psychic phase.
GLEAMIN' GEAR
Bad Moons Clan Psychic Power
Gleamin' Gear has a warp charge value of 6. If manifested, select one friendly BAD MOONS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made against that unit, add 1 to the saving throw (invulnerable saving throws are unaffected).
CLEVER TALK
Blood Axes Clan Psychic Power
Clever Talk has a warp charge value of 6. If manifested, select one enemy unit visible to this psyker. Until the start of your next Psychic phase, that unit cannot fire Overwatch at BLOOD AXE units from your army and cannot be chosen to fight until all eligible BLOOD AXE units from your army have done so.
MANIACAL SEIZURE
Deathskulls Clan Psychic Power
Maniacal Seizure has a warp charge value of 7. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made by that unit, subtract 1 from the hit roll, and when resolving an attack made by a friendly DEATHSKULLS model against that unit, improve the Armour Penetration characteristic of the weapon by 1 for that attack (e.g. AP -2 becomes AP -3).
VISIONS IN THE SMOKE
Evil Sunz Clan Psychic Power
Visions In The Smoke has a warp charge value of 6. If manifested, select one friendly EVIL SUNZ VEHICLE unit within 12" of this psyker (you can only select a unit with a Wounds characteristic of 18 or more if the result of the psychic test to manifest this psychic power was 9 or more). Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, you can re-roll the hit roll.
JOLLY ORK'S GLARE
Freebooterz Clan Psychic Power
Jolly Ork's Glare has a warp charge value of 6. If manifested, select one enemy unit within 18" of this psyker. Until the start of your next Psychic phase, halve the Move characteristic of models in that unit and subtract 1 from Advance and charge rolls made for it.
BULL CHARGE
Goffs Clan Psychic Power
Bull Charge has a warp charge value of 6. If manifested, select one friendly GOFF unit within 18" of this psyker. Until the end of the turn, charge distances of less than 7" rolled for that unit, after modifiers, count as 7".
CONSTRICTION
SNAKEBITES Clan Psychic Power
Constriction has a warp charge value of 6. If manifested, select one enemy unit within 12" of this psyker. Until the start of your next Psychic phase, halve the Attacks characteristic of models in that unit.

Psychic Powers: Space Marines

Librarius Discipline: FURY THE ANCIENTS
Fury of the Ancients has a warp charge value of 7. If manifested, select one enemy model that is within 12" of and visible to this psyker. Draw the shortest possible imaginary straight line, 1mm wide, between this psyker's base and that model's base; the selected model's unit and each other enemy unit that this line passes across suffers 1 mortal wound.
Librarius Discipline: MIGHT OF HEROES
Might of Heroes has a warp charge value of 6. If manifested, select one friendly <CHAPTER> model within 12" of this psyker. Until the start of your next Psychic phase, add 1 to that model's Strength, Toughness and Attacks characteristics (if an attack scores a hit on a unit that has more than one Toughness characteristic, use that unit's lowest Toughness characteristic when making the resultant wound roll for that attack).
Librarius Discipline: NULL ZONE
Null Zone has a warp charge value of 7. If manifested, then until the start of your next Psychic phase, invulnerable saves cannot be made for enemy units whilst they are within 6" of this psyker, and when a Psychic test is taken for an enemy model within 6" of this psyker, the result is halved (rounding up).
Librarius Discipline: PSYCHIC FORTRESS
Psychic Fortress has a warp charge value of 5. If manifested, select one friendly ADEPTUS ASTARTES unit within 18" of this psyker. Until the start of your next Psychic phase, when a Morale test is taken for that unit, do not roll a dice; it is automatically passed. In addition, when a model in that unit would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 4+ that wound is not lost.
Librarius Discipline: PSYCHIC SCOURGE
Psychic Scourge has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Then, roll one D6 and add this psyker's Leadership characteristic to the result. Your opponent then rolls one D6 and adds the highest Leadership characteristic of models in the selected unit to the result. If your total score is higher than your opponent's, the selected unit suffers D3 mortal wounds; if it is equal to your opponent's score, the selected unit suffers 1 mortal wound; if it is less than your opponent's score, nothing happens.
Librarius Discipline: VEIL OF TIME
Veil of Time has a warp charge value of 6. If manifested, select one friendly <CHAPTER> unit within 18" of this psyker. Until the start of your next Psychic phase, when an Advance roll or charge roll is made for that unit, you can re-roll the dice. In addition, that unit always fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Promethean Discipline: BURNING HANDS
Salamanders
Burning Hands has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, when resolving an attack made with a close combat weapon (the profile for which can be found in the Warhammer 40,000 core rules) by this psyker, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
Promethean Discipline: DRACONIC ASPECT
Salamanders
Draconic Aspect has a warp charge value of 6. If manifested, then until the start of your next Psychic phase, subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 12" of this psyker.
Promethean Discipline: DRAKESKIN
Salamanders
Drakeskin has a warp charge value of 6. If manifested, select one friendly SALAMANDERS unit within 12" of this psyker. Until the start of your next Psychic phase, add 1 to the Toughness characteristic of models in that unit.
Promethean Discipline: FIRE SHIELD
Salamanders
Fire Shield has a warp charge value of 6. If manifested, select one friendly SALAMANDERS unit within 18" of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a charge that unit is a target of, subtract 1 from the result.
Promethean Discipline: FLAMING BLAST
Salamanders
Flaming Blast has a warp charge value of 6. If manifested, select one point on the battlefield within 24" of and visible to this psyker. Roll one D6 for each enemy unit within 3" of that point; on a 4+ that unit suffers 1 mortal wound.
Promethean Discipline: FURY OF NOCTURNE
Salamanders
Fury of Nocturne has a warp charge value of 6. If manifested, select one enemy unit within 18" of and visible to this psyker. Roll 2D6; if the result is greater than the highest Toughness characteristic of models in that unit, that unit suffers D3 mortal wounds.

Psychic Powers: Space Wolves

Tempestas Discipline: FURY OF THE WOLF SPIRITS
Fury of the Wolf Spirits has a warp charge value of 7. If manifested, the Rune Priest gains the following weapon until the start of your next Psychic phase:
Weapon Range Type S AP D Abilities
Freki And Geri Melee Melee 5 -3 1 After the Rune Priest makes his close combat attacks, you can attack with Freki and Geri. Make 6 additional attacks, using this weapon profile.
Tempestas Discipline: JAWS OF THE WORLD WOLF
Jaws of the World Wolf has a warp charge value of 7. If manifested, select an enemy unit within 18" of the psyker, other than a VEHICLE. Roll 2D6 and subtract the target's Move characteristic - the target unit suffers a number of mortal wounds equal to the result.
Tempestas Discipline: LIVING LIGHTNING
Living Lightning has a warp charge value of 6. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If that unit is destroyed as a result, the closest enemy unit within 18" of the last model from that unit to be removed suffers D3 mortal wounds, and so on until a unit is not destroyed or there is no enemy unit within 18" of the last model in the destroyed unit.
Tempestas Discipline: MURDEROUS HURRICANE
Murderous Hurricane has a warp charge value of 5. If manifested, select a visible enemy unit within 18" of the psyker. Roll one dice for each model in that unit - the unit suffers a mortal wound for each roll of 6.
Tempestas Discipline: STORM CALLER
Storm Caller has a warp charge value of 8. If manifested, until the start of your next Psychic phase, the psyker and any friendly SPACE WOLVES units within 6" of him gain the benefit of being in cover.
Tempestas Discipline: TEMPEST'S WRATH
Tempest's Wrath has a warp charge value of 6. If manifested, select a visible enemy unit within 24" of the psyker. Until the start of your next Psychic phase, your opponent must subtract 1 from any hit rolls they make for that unit.

Psychic Powers: Tyranids

Hive Mind Discipline: CATALYST
Catalyst has a warp charge value of 6. If manifested, select a friendly TYRANIDS unit within 18" of the psyker. Until the start of your next Psychic phase, each time that unit loses a wound, roll a D6; on a 5+, the damage is ignored and the unit does not lose that wound.
Hive Mind Discipline: DOMINION
Dominion has a warp charge value of 5. If manifested, select a friendly TYRANIDS unit within 36" of the psyker that has the Instinctive Behaviour ability. Until the end of your next Psychic phase, that unit ignores its Instinctive Behaviour ability and automatically passes Morale tests.
Hive Mind Discipline: THE HORROR
The Horror has a warp charge value of 6. If manifested, select one enemy unit within 24" of and visible to the psyker. Until the start of your next Psychic phase, that unit must subtract 1 from their hit rolls and Leadership characteristic.
Hive Mind Discipline: ONSLAUGHT
Onslaught has a warp charge value of 6. If manifested, select a friendly TYRANIDS unit within 18" of the psyker. That unit can shoot this turn (even if it Advanced) without suffering any penalties to its hit rolls for moving and shooting Heavy weapons, or Advancing and shooting Assault weapons. In addition, that unit can charge this turn even if it Advanced (though not if it Fell Back).
Hive Mind Discipline: PAROXYSM
Paroxysm has a warp charge value of 5. If manifested, choose an enemy unit within 18" of the psyker. Until your next Psychic phase, that unit cannot fight in the Fight phase until all other units that are able to have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have this ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
Hive Mind Discipline: PSYCHIC SCREAM
Psychic Scream has a warp charge value of 5. If manifested, the nearest enemy unit within 18" suffers D3 mortal wounds. In addition, if that unit is a PSYKER, roll two dice. If the result is higher than their Leadership characteristic, randomly select one of their psychic powers. They can no longer use that psychic power.
Hive Mind Discipline: UNSTOPPABLE HUNGER
Behemoth Hive Fleet Only
Unstoppable Hunger has a warp charge value of 7. If manifested, select one friendly BEHEMOTH unit within 9" of this psyker. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that unit, add 1 to the wound roll.
Hive Mind Discipline: POISONOUS INFLUENCE
Gorgon Hive Fleet Only
Poisonous Influence has a warp charge value of 6. If manifested, until the start of your next Psychic phase, improve the Armour Penetration characteristic of melee weapons that friendly models within 9" of this psyker are equipped with by 1 (e.g. AP 0 becomes AP -1).
Hive Mind Discipline: DEATH SHRIEK
Hydra Hive Fleet Only
Death Shriek has a warp charge value of 5. If manifested, until the start of your next Psychic phase, when a friendly HYDRA model within 6" of this psyker and within 6" of any enemy units is destroyed, roll one D6; on a 6, the closest enemy unit to that HYDRA model suffers 1 mortal wound.
Hive Mind Discipline: LURKING MAWS
Jormungandr Hive Fleet Only
Lurking Maws has a warp charge value of 6. If manifested, select one enemy unit that is visible to this psyker. Until the end of the turn, when resolving an attack against that unit made by a model in a friendly JORMUNGANDR unit that was set up on the battlefield this turn, you can re-roll the hit roll. This psychic power cannot be manifested in the first battle round.
Hive Mind Discipline: SYNAPTIC LURE
Kraken Hive Fleet Only
Synaptic Lure has a warp charge value of 5. If manifested, select one enemy unit. Until the end of the turn, when a charge roll is made for a charge made by a friendly KRAKEN unit that targets that enemy unit, you can re-roll the result.
Hive Mind Discipline: SYMBIOSTORM
Kronos Hive Fleet Only
Symbiostorm has a warp charge value of 6. If manifested, select one friendly KRONOS unit within 12" of this psyker. Until the end of the turn, when resolving an attack made with a ranged weapon by a model in that unit, a hit roll of 6+ scores 1 additional hit.
Hive Mind Discipline: HIVE NEXUS
Leviathan Hive Fleet Only
Hive Nexus has a warp charge value of 6. If manifested, until the start of your next Psychic phase, the range of the Synapse ability for friendly LEVIATHAN units is 18", instead of 12".

Psychic Powers: Everyone

SMITE
Smite has a warp charge value of 5. If manifested, the closest visible enemy unit within 18" of the psyker suffers D3 mortal wounds. If the result of the Psychic test was more than 10, the target suffers D6 mortal wounds instead.

Shiny Gubbinz

DA DEAD SHINY SHOOTA
Model with kustom shoota only. Da Dead Shiny Shoota replaces the bearer's kustom shoota and has the following profile:
Weapon Range Type S AP D Abilities
Da Dead Shiny Shoota 18 Assault 12 4 -1 1
DA KILLA KLAW
Model with power klaw only. Da Killa Klaw replaces the bearer's power klaw and has the following profile:
Weapon Range Type S AP D Abilities
Da Killa Klaw Melee Melee x2 -3 3 You can re-roll wound rolls for attacks made with this weapon.
GITSTOPPA SHELLS
Model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Add 1 to the Strength and Damage characteristic of that weapon's shoota or kustom shoota profile. In addition, improve the AP of that weapon's shoota or kustom shoota profile by 1 (e.g. AP -1 becomes AP -2).
HEADWOPPA'S KILLCHOPPA
Model with a big choppa only. Headwoppa's Killchoppa replaces the bearer's big choppa and has the following profile:
Weapon Range Type S AP D Abilities
Headwoppa's Killchoppa Melee Melee +2 -2 2 Wound rolls of 6+ made for attacks with this weapon inflict 2 mortal wounds instead of any normal damage.
SCORCHED GITBONEZ
PSYKER only. You can add 1 to Psychic tests taken by the bearer when manifesting a psychic power from the Power of the Waaagh! discipline.
SUPA-CYBORK BODY
Each time the bearer loses a wound, roll a D6; on a roll of 5+ that wound is not lost. You cannot make a Dok's Tools roll for this model if you do so.
DA GOBSHOT THUNDERBUSS
Bad Moon
BAD MOONS model with kustom shoota, kombi-weapon with skorcha or kombi-weapon with rokkit launcha only. Da Gobshot Thunderbuss replaces the bearer's kustom shoota or shoota profile with the following profile:
Weapon Range Type S AP D Abilities
Da Gobshot Thunderbuss 12 Heavy 2D6 5 -1 1 This weapon automatically hits its target.
MORGOG'S FINKIN' KAP
Blood Axe
BLOOD AXE model only. If the bearer is your Warlord, you can generate a second Warlord Trait for them. If the bearer is not your Warlord, generate a Warlord Trait for them (note that the bearer is only regarded as your Warlord for the purposes of that Warlord Trait). The same Warlord Trait cannot be generated for both the bearer and your Warlord.
DA FIXER UPPERZ
Deathskulls
DEATHSKULLS model only. The bearer gains the Big Mekaniak ability (pg 86). If the bearer already has the Big Mekaniak ability, the target of the ability regains 3 lost wounds instead of D3 each time it is used.
REZMEKKA'S REDDER ARMOUR
Evil Sunz
EVIL SUNZ model only. Add 1 to the Move characteristic of a TRANSPORT while the bearer is embarked within it. In addition, if the bearer is embarked, then at the start of your Movement phase roll a D6 for each enemy unit within 1" of the TRANSPORT the bearer is embarked within. On a 4+ that unit suffers D3 mortal wounds.
DA BADSKULL BANNER
Freebooterz
FREEBOOTERZ model only. Once per battle, at the start of the Morale phase, the bearer of Da Badskull Banner can choose to fly the flag on its bosspole. If they do so, friendly FREEBOOTERZ units automatically pass Morale tests until the end of the phase.
DA LUCKY STIKK
Goff
GOFF model only. Add 1 to hit rolls for attacks made by friendly GOFF CHARACTER models while they are within 6" of the bearer in the Fight phase. In addition, you can re-roll hit and wound rolls for attacks made by the bearer in the Fight phase.
BROGG'S BUZZBOMB
Snakebite
SNAKEBITE model only. Brogg's Buzzbomb has the following profile:
Weapon Range Type S AP D Abilities
Brogg's Buzzbomb 6 Grenade 3D6 5 -1 1 This weapon can only be used once per battle, and automatically hits its target. After all of its attacks have been resolved, you can immediately select another enemy unit within 6" of the target and resolve 2D6 attacks against it with the same weapon.
DA BLITZ SHOUTA
Specialist - Blitz Brigade Character
At the start of your Shooting phase, if the bearer is embarked within a BLITZ BRIGADE BATTLEWAGON, pick an enemy unit that is visible to that BATTLEWAGON. Until the end of the phase, re-roll hit rolls of 1 for attacks made by friendly BLITZ BRIGADE units within 6" of that BATTLEWAGON that target the enemy unit you picked.
DA SOUPED-UP SHOKKA
Specialist - Dread Waaagh! Character
Model with shokk attack gun only. Da Souped-up Shokka replaces the bearer's shokk attack gun and has the following profile:
Weapon Range Type S AP D Abilities
Da Souped-up Shokka 60 Heavy 2D6 2D6 -5 D6 Before firing this weapon, roll once to determine the Strength of all its shots. If the result is 11+ each successful hit inflicts D3 mortal wounds on the target in addition to any normal damage.
SKARGRIM'S SNAZZTRIKE
Specialist - Kult Of Speed Character
DEFFKILLA WARTRIKE only. Add 1 to the bearer's Toughness characteristic. In addition, the bearer gains a 5+ invulnerable save.
TEZDREK'S STOMPA POWER FIELD
Specialist - Stompa Mob Character
The bearer has a 5+ invulnerable save.

Chapter Relics

THE ARMOUR INDOMITUS
INFANTRY model or BIKER model only. A model with this Relic has a Save characteristic of 2+. In addition, once per battle, before making a saving throw for that model, you can choose to activate the armour's force field. If you do, that model has a 3+ invulnerable save until the end of the turn.
BELLICOS BOLT RIFLE
Model equipped with a master-crafted auto bolt rifle only. This Relic replaces a master-crafted auto bolt rifle and has the following profile:
Weapon Range Type S AP D Abilities
Bellicos Bolt Rifle 24 Assault 4 5 -1 2
BENEDICTION OF FURY
CHAPLAIN model only. This Relic replaces a Crozius Arcanum and has the following profile:
Weapon Range Type S AP D Abilities
Benediction Of Fury Melee Melee +2 -2 3 When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
THE BURNING BLADE
Model equipped with a power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword, and has the following profile:
Weapon Range Type S AP D Abilities
The Burning Blade Melee Melee +3 -5 2
THE HONOUR VEHEMENT
Friendly <CHAPTER> units are treated as not having the Shock Assault ability whilst they are within 6" of a model from your army with this Relic. Instead, add 1 to the Attacks characteristic of models in friendly <CHAPTER> units whilst their unit is within 6" of a model from your army with this Relic.
LAMENT
Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile:
Weapon Range Type S AP D Abilities
Lament 36 Heavy 1 5 -2 3 When resolving an attack made with this weapon, a successful wound inflicts 1 mortal wound on the target in addition to any other damage.
PRIMARCH'S WRATH
Model equipped with a boltgun or master-crafted boltgun only. This Relic replaces a boltgun or master-crafted boltgun and has the following profile:
Weapon Range Type S AP D Abilities
Primarch's Wrath 24 Rapid Fire 2 5 -1 2
PURGATORUS
Model equipped with a bolt pistol or heavy bolt pistol only. This Relic replaces a bolt pistol or heavy bolt pistol and has the following profile:
Weapon Range Type S AP D Abilities
Purgatorus 12 Pistol 2 5 -3 2
RELIQUARY OF GATHALAMOR
PRIMARIS model only. When a Psychic test is taken for an enemy model within 18" of a model from your army with this Relic, subtract 1 from the total. In addition, when a Psychic test is failed for an enemy model within 18" of a model from your army with this Relic, roll one D6; on a 4+ that enemy model suffers D3 mortal wounds.
THE SHIELD ETERNAL
Model with a storm shield or combat shield only. This Relic replaces a storm shield or combat shield. A model with this Relic has a 3+ invulnerable save. In addition, when that model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
STANDARD OF THE EMPEROR ASCENDANT
ANCIENT model with the Astartes Banner ability only. If a model has this Relic, add 3" to the range of that model's Astartes Banner ability. When a Morale test is taken for a friendly <CHAPTER> unit within 9" of that model, do not roll a dice; it is automatically passed. In addition, subtract 1 from the Leadership characteristic of enemy units whilst they are within 9" of that model.
TEETH OF TERRA
Model equipped with a chainsword only. This Relic replaces a chainsword and has the following profile:
Weapon Range Type S AP D Abilities
Teeth Of Terra Melee Melee +1 -2 2 When the bearer fights, it makes 3 additional attacks with this weapon.
TOME OF MALCADOR
LIBRARIAN model only. A model with this Relic knows one additional psychic power from any discipline they have access to.
THE VOX ESPIRITUM
PRIMARIS model only. If a model has this Relic, add 3" to the range of its aura abilities (e.g. Rites of Battle). This does not increase the range of psychic powers or Litanies of Battle that are aura abilities.
DRAKE-SMITER
Relics Of Nocturne - Salamanders Only
Model equipped with thunder hammer only. This Relic replaces a thunder hammer and has the following profile:
Weapon Range Type S AP D Abilities
Drake-smiter Melee Melee x2 -4 3 When resolving an attack made with this weapon, subtract 1 from the hit roll, and on an unmodified wound roll of 6 add 3 to the Damage characteristic of this weapon for that attack.
HELM OF DRAKLOS
Relics Of Nocturne - Salamanders Only
PRIMARIS model only. Add 1 to the Wounds characteristic of a model with this Relic. Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6" of a model with this Relic.
NOCTURNE'S VENGEANCE
Relics Of Nocturne - Salamanders Only
Model with combi-flamer only. This Relic replaces a combi-flamer and has the following profile:
Weapon Range Type S AP D Abilities
Nocturne's Vengeance When you choose this weapon to shoot with, select one or both of the profiles below. If you select both, subtract 1 from hit rolls for attacks made with this weapon.
-Master-crafted boltgun 24 Rapid Fire 1 4 -1 2
-Master-crafted flamer 12 Assault D6 4 -1 2 This weapon automatically hits its target.
THE SALAMANDER'S MANTLE
Relics Of Nocturne - Salamanders Only
When resolving an attack made against a model with this Relic, subtract 1 from the wound roll.
THE TOME OF VEL'CONA
Relics Of Nocturne - Salamanders Only
LIBRARIAN model only. A model with this Relic knows one psychic power from the Promethean discipline (pg 62) in addition to any other powers it knows. When a Psychic test is taken for a model with this Relic that is attempting to manifest a psychic power from the Promethean discipline, you can add 1 to the total.
VULKAN'S SIGIL
Relics Of Nocturne - Salamanders Only
Add 1 to the Attacks characteristic of a model with this Relic. In addition, once per battle, at the start of the Fight phase, a model with this Relic can hold aloft Vulkan's Sigil. Until the end of that phase, add 1 to the Attacks characteristic of models in friendly SALAMANDERS units whilst their unit is within 6" of that model (note that the Attacks characteristic of the model with this Relic is therefore increased by 2 until the end of the phase).
WRATH OF PROMETHEUS
Relics Of Nocturne - Salamanders Only
SALAMANDERS model with a boltgun or master-crafted boltgun only. This Relic replaces a boltgun or master-crafted boltgun and has the following profile:
Weapon Range Type S AP D Abilities
Wrath Of Prometheus 30 Rapid Fire 1 5 -2 3
ADAMANTINE MANTLE
Salamanders & Successors Special Issue Wargear
When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
ARTIFICER ARMOUR
Salamanders & Successors Special Issue Wargear
A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.
DIGITAL WEAPONS
Salamanders & Successors Special Issue Wargear
When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile (see the Warhammer 40,000 rulebook). When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
DRAGONRAGE BOLTS
Salamanders & Successors Special Issue Wargear
When you give a model this Relic, select one bolt weapon (see Codex: Space Marines) that model is equipped with. When the bearer shoots with that weapon, you can choose for it to fire a dragonrage bolt. If you do, you can only make one attack with that weapon, but if that attack hits, make D6 wound rolls instead of one (each successful wound roll results in a wound that must be allocated). When resolving that attack, the target does not receive the benefit of cover to its saving throw, and that weapon has a Damage characteristic of 1 and an Armour Penetration characteristic of -1 for that attack.
DRAKEBLADE
Salamanders & Successors Special Issue Wargear
Model with power sword, master-crafted power sword or combat knife only. This Relic replaces a model's power sword, master-crafted power sword or combat knife, and has the following profile:
Weapon Range Type S AP D Abilities
Drakeblade Melee Melee User -4 2 When resolving an attack made with this weapon, on an unmodified wound roll of 6 the target suffers 1 mortal wound in addition to any normal damage.
MASTER-CRAFTED WEAPON
Salamanders & Successors Special Issue Wargear
When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word 'master-crafted'). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Chapter Relic.
OBSIDIAN AQUILA
Salamanders & Successors Special Issue Wargear
When a friendly <CHAPTER> model within 6" of a model with this Relic would lose a wound, roll one D6; on a 6+ that wound is not lost.
PROMETHEAN PLATE
Salamanders & Successors Special Issue Wargear
When resolving an attack made against a model with this Relic, an unmodified wound roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
RELIQUARY OF GATHALAMOR
Specialist - Indomitus Crusader Character
Enemy PSYKERS must subtract 1 from Psychic tests made within 18" of the bearer. In addition, if the psychic power is not successfully manifested, roll a D6. On a 4+ the PSYKER that attempted to manifest that psychic power suffers D3 mortal wounds.
STANDARD OF THE ULTIMA FOUNDING
Specialist - Indomitus Crusader Character
PRIMARIS ANCIENT only. Once per battle, at the start of your Movement phase, the bearer can choose to plant this banner. If they do so, until the bearer next makes a move, friendly INDOMITUS CRUSADER INFANTRY models can re-roll hit rolls of 1 and wound rolls of 1 whilst they are within 6" of the bearer.
PENNANT OF THE FALLEN
Chapter Ancient
CHAPTER ANCIENT model with the Astartes Banner ability only. The banner grants the bearer the following additional ability:
Pennant of the Fallen: <CHAPTER> models that attack with one of their melee weapons as a result of this model's Astartes Banner ability can make two attacks instead of one.
STANDARD OF RIGHTEOUS HATRED
Chapter Ancient
CHAPTER ANCIENT model with the Astartes Banner ability only. A model with this Relic has the following additional ability:
Standard of Righteous Hatred: Models that shoot with one of their ranged weapons, or make a single attack with one of their melee weapons, as a result of this model's Astartes Banner ability always resolve their attack as if they had a Ballistic Skill and Weapon Skill characteristic of 2+.
THE ANGEL ARTIFICE
Chapter Champion
CHAPTER CHAMPION model only. A model with this Relic has a Save characteristic of 2+ and a 4+ invulnerable save.
BLADE OF TRIUMPH
Chapter Champion
CHAPTER CHAMPION model with master-crafted power sword only. This Relic replaces a master-crafted power sword and has the following profile:
Weapon Range Type S AP D Abilities
Blade Of Triumph Melee Melee +2 -4 3
ACQUITTAL
Chief Apothecary
CHIEF APOTHECARY model with bolt pistol or absolvor bolt pistol only. This Relic replaces a bolt pistol or absolvor pistol and has the following profile:
Weapon Range Type S AP D Abilities
Acquittal 16 Pistol 1 5 -3 1 When resolving an attack made with this weapon against a unit that is not a VEHICLE or MONSTER, this weapon has a Damage characteristic of D6 for that attack.
HEALER'S AEGIS
Chief Apothecary
CHIEF APOTHECARY model only. Friendly <CHAPTER> INFANTRY models have a 5+ invulnerable save whilst they are within 1" of a model with this Relic.
NEURAL SHROUD
Chief Librarian
CHIEF LIBRARIAN model only. Add 12" to the range of a model with this Relic's Psychic Hood ability.
VINCULUM VITAE
Chief Librarian
CHIEF LIBRARIAN model with force sword only. This Relic replaces a force sword and has the following profile:
Weapon Range Type S AP D Abilities
Vinculum Vitae Melee Melee +1 -3 D3 When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts D3 mortal wounds on the target instead of any other damage.
THE EMPEROR'S JUDGEMENT
Master Of Sanctity
MASTER OF SANCTITY model only. When resolving an attack made against a model with this Relic, your opponent cannot re-roll the hit roll, your opponent cannot re-roll the wound roll and your opponent cannot re-roll the damage roll. In addition, when a Morale test is taken for an enemy unit within 6" of a model with this Relic, roll two dice and discard the lowest result (if both results are the same, discard either of the dice)
SACROSANCT ROSARIUS
Master Of Sanctity
MASTER OF SANCTITY model only. A model with this Relic has a 3+ invulnerable save.
THE ENDURANT PROTECTOR
Master Of The Forge
MASTER OF THE FORGE model only. Add 1 to the Toughness characteristic of a model with this Relic. A model with this Relic has a 4+ invulnerable save.
MORTIS MACHINA
Master Of The Forge
MASTER OF THE FORGE model with power axe only. This relic replaces a model's power axe and has the following profile:
Weapon Range Type S AP D Abilities
Mortis Machina Melee Melee +3 -3 D3 When resolving an attack made with this weapon against a VEHICLE unit, if the saving throw is failed that unit suffers 1 mortal wound in addition to any other damage.

Relics Of The Fang

ADAMANTINE MANTLE
When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.
THE ARMOUR OF RUSS
This model has a 4+ invulnerable save. In addition, at the start of the Fight phase, choose an enemy unit within 1" of this model. That unit cannot be chosen to fight in the Fight phase until all other units able to fight have done so. If the target unit has an ability that allows it to fight first in the Fight phase, it instead fights as if it didn't have that ability. If both players have units that cannot fight until all other units have done so, then alternate choosing which of those units to fight with, starting with the player whose turn is taking place.
BLACK DEATH
Model with frost axe only. Black Death replaces the bearer's frost axe and has the following profile:
Weapon Range Type S AP D Abilities
Black Death Melee Melee +2 -2 1 Each time the bearer fights, it can make D3 additional attacks with this weapon.
COMPANION'S BLADE
Model with power sword or master-crafted power sword only. This Relic replaces a power sword or master-crafted power sword and has the following profile:
Weapon Range Type S AP D Abilities
Companion's Blade Melee Melee +2 -3 2 When resolving an attack made with this weapon, if the bearer is within 3" of another friendly SPACE WOLVES CHARACTER unit, you can re-roll the wound roll.
DIGITAL WEAPONS
When a model with this Relic fights, it can make 1 additional attack using the close combat weapon profile. When resolving that attack, if a hit is scored the target suffers 1 mortal wound and the attack sequence ends.
FROSTFURY
Model with a storm bolter only. Frostfury replaces the bearer's storm bolter and has the following profile:
Weapon Range Type S AP D Abilities
Frostfury 24 Assault 4 4 -1 2 If a model suffers any unsaved wounds from this weapon but is not slain, roll a D6; on a 4+, the target suffers a mortal wound.
HELM OF DURFAST
You can re-roll failed hit rolls for this model's ranged attacks. In addition, enemy units never gain any bonus to their saving throws for being in cover for attacks made by this model.
KRAKENBONE SWORD
Model with frost sword only. The Krakenbone Sword replaces the bearer's frost sword and has the following profile:
Weapon Range Type S AP D Abilities
Krakenbone Sword Melee Melee +1 -4 1 You can re-roll failed wound rolls for this weapon.
MASTER-CRAFTED WEAPON
When you give a model this Relic, select one weapon that model is equipped with (this cannot be a weapon whose profile includes the word 'master-crafted'). Add 1 to the Damage characteristic of that weapon. That weapon is considered to be a Relic of the Fang.
MORKAI'S TEETH BOLTS
When you give a model this Relic, select one bolt weapon that model is armed with. When that model is chosen to shoot with, you can choose for that weapon to fire a Morkai's Teeth bolt. If you do, you can only make one attack with that weapon, but if a hit is scored, the target unit suffers 1 mortal wound and that unit is marked by Morkai until the end of the turn. When resolving an attack against a unit that is marked by Morkai, re-roll a wound roll of 1.
MOUNTAIN-BREAKER HELM
INFANTRY CHARACTER only. After you have resolved the bearer's attacks in the Fight phase, but before they consolidate, you can select one enemy unit within 1" of the bearer and roll one D6; on a 2+ that unit suffers D3 mortal wounds. If this ability destroys an enemy CHARACTER, and the bearer is your Warlord, treat the bearer as having performed their deed of legend.
RUNIC ARMOUR
A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.
STORMSONG
Model equipped with a master-crafted stalker bolt rifle only. This Relic replaces a master-crafted stalker bolt rifle and has the following profile:
Weapon Range Type S AP D Abilities
Stormsong 36 Heavy 1 6 -3 3 This weapon can target a CHARACTER unit even if it is not the closest enemy unit.
TALISMAN OF STORMS
RUNE PRIEST only. After resolving the first psychic power for the bearer in your Psychic phase, roll one D6 for each enemy unit within 12" of the bearer; on a 4+ that enemy unit suffers 1 mortal wound.
WOLF TAIL TALISMAN
When a Psychic test is taken for an enemy model within 18" of a model from your army with this Relic, subtract 2 from the result.
THE WULFEN STONE
You can make 1 additional attack for models in friendly SPACE WOLVES INFANTRY, BIKER and CAVALRY units that are within 3" of the bearer when they make their attacks in the Fight phase. Units of Wulfen are not affected, nor are units that made a charge while within range of the Curse of the Wulfen (Hunt) ability earlier in the turn. In addition, a unit cannot be affected by both Curse of the Wulfen (Kill) and the Wulfen Stone in the same Fight phase.
WYRDBANE
Model equipped with a runic sword only. This Relic replaces a runic sword and has the following profile:
Weapon Range Type S AP D Abilities
Wyrdbane Melee Melee +1 -4 D3 When resolving an attack made with this weapon, you can re-roll the wound roll. In addition, if the target of that attack is a PSYKER, this weapon has a Damage characteristic of 3 for that attack.
WYRMSPLITTER
Model with power axe only. This Relic replaces a power axe and has the following profile:
Weapon Range Type S AP D Abilities
Wyrmsplitter Melee Melee +1 -2 2 When resolving an attack made with this weapon against a MONSTER or VEHICLE, this weapon has a Damage characteristic of 4 for that attack.
IRONFANG OF AMMAGRIMGUL
Stalker Pack Character Only
Model with power axe only. The Ironfang of Ammagrimgul replaces the bearer's power axe and has the following profile:
Weapon Range Type S AP D Abilities
Ironfang Of Ammagrimgul Melee Melee +1 -2 D3 If the wound roll for an attack made by this weapon is an unmodified 6, the target model suffers D3 mortal wounds instead of the normal damage.

Bio-artefacts

ARACHNACYTE GLAND
Model with adrenal glands only. This Relic replaces adrenal glands. When a charge roll is made for a model with this Relic, roll one additional D6 and discard one of the dice. In addition, when an Advance roll is made for a model with this Relic, add 1 to the result.
THE MAW-CLAWS OF THYRAX
Model with rending claws or monstrous rending claws only. When this model slays an enemy model in the Fight phase, you can re-roll failed hit rolls in all subsequent Fight phases for this model.
THE MIASMA CANNON
Model with a heavy venom cannon only. The Miasma Cannon replaces the model's heavy venom cannon and has the following profile:
Weapon Range Type S AP D Abilities
Miasma Cannon 36 Assault D3 9 -2 3 This weapon hits automatically if the target unit is within 8", and it always wounds targets (other than VEHICLES) on a 2+.
THE NORN CROWN
Friendly <HIVE FLEET> units do not suffer the penalties to their hit rolls and charge rolls incurred from the Instinctive Behaviour ability whilst they are within 30" of this model.
PATHOGENESIS
Add 8" to the Range characteristic of ranged weapons a model with this Relic is equipped with. In addition, when a model with this Relic fires Overwatch or is chosen to shoot with, you can re-roll a single hit roll and you can re-roll a single wound roll.
THE REAPER OF OBLITERAX
Model with lash whip and bonesword or lash whip and monstrous bonesword only. Add the following to that weapon's Abilities: 'On a wound roll of 6+, this weapon inflicts double damage.'
RESONANCE BARB
PSYKER model only. A model with this Relic can attempt to manifest one additional psychic power in your Psychic phase and attempt to deny one additional psychic power in your opponent's Psychic phase. In addition, when a Psychic test is taken for a model with this Relic, add 1 to the total.
THE VENOMTHORN PARASITE
Model equipped with a stranglethorn cannon and/or heavy venom cannon only. When this model shoots with a stranglethorn cannon or heavy venom cannon, do not roll any dice when determining the Type characteristic of that weapon; instead it has the maximum value (e.g. a Heavy D6 weapon makes 6 attacks).
XENOGENIC ACID
Model with toxin sacs only. This Relic replaces toxin sacs. When resolving a melee attack made by a model with this Relic, an unmodified wound roll of 5+ inflicts 1 mortal wound on the target in addition to any other damage.
THE YMGARL FACTOR
At the beginning of each Fight phase, roll a D3 for this model and apply the following effect for the duration of the phase.
1: +1 Strength.
2: +1 Attack.
3: +1 Toughness.
SCYTHES OF TYRAN
Behemoth
BEHEMOTH model with monstrous scything talons only. The Scythes of Tyran replaces the model's monstrous scything talons and has the following profile:
Weapon Range Type S AP D Abilities
Scythes Of Tyran Melee Melee +1 -3 3 This model can make 1 additional attack with this weapon each time it fights. In addition, each time you make a hit roll of 6+ for this weapon, you can make an additional hit roll. These additional hit rolls cannot generate further additional hit rolls.
HYPER-ADAPTIVE BIOLOGY
Gorgon
GORGON model only. From the end of the first phase in which this model suffers any wounds, add 1 to its Toughness for the remainder of the battle.
INFRASONIC ROAR
JORMUNGANDR MONSTER only. Enemy units within 6" of this model must subtract 1 from their Leadership.
CHAMELEONIC MUTATION
Kraken
KRAKEN model only. Your opponent must subtract 1 from all hit rolls for ranged weapons that target this model.
BALETHORN CANNON
Kronos
KRONOS model with stranglethorn cannon only. The Balethorn Cannon replaces the model's stranglethorn cannon and has the following profile:
Weapon Range Type S AP D Abilities
Balethorn Cannon 36 Assault D6 7 -1 2 You can add 1 to hit rolls for this weapon when attacking a unit with 10 or more models. Invulnerable saves cannot be taken against this weapon.

Stratagems: Everyone

COMMAND RE-ROLL (1 CP)
You can re-roll any single dice.
COUNTER-OFFENSIVE (2 CP)
This Stratagem is used right after an enemy unit that charged has fought. Select one of your own eligible units and fight with it next.
FIELD COMMANDER (1 CP)
Specialist
Use this Stratagem before the battle if you used any Specialist Detachment Stratagems when choosing your army. Choose one CHARACTER from your army that has gained a keyword from a Specialist Detachment Stratagem that is not your Warlord and is not a named character. You can give that character the Warlord Trait of the Specialist Detachment they are part of (note that this character is only regarded as your Warlord for the purpose of that Warlord Trait). This Stratagem can be used once for each Specialist Detachment Stratagem you have used (spend 1CP each time you use it). No two characters in your army can have the same Warlord Trait.
INSANE BRAVERY (2 CP)
You can automatically pass a single Morale test (this Stratagem must be used before taking the test).
PREPARED POSITIONS (2 CP)
Use this Stratagem at the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army - other than Titanic units, Aircraft units and units with the Fortification or Flyer Battlefield Roles - that are wholly within your deployment zone receive the benefit of cover, even while they are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem

Stratagems: Assassins

OPERATIVE REQUISITION SANCTIONED (2 CP)
You can only use this Stratagem if your Warlord has the Imperium Faction keyword (excluding Fallen) and your army does not contain any Officio Assassinorum units. Use this Stratagem during deployment. Add 1 Officio Assassinorum unit of your choice to your army. Remember that in a matched play game, you must pay reinforcement points for any new unit added to your army. You can only use this Stratagem once per battle.
PRIORITY THREAT NEUTRALISED (1 CP)
Use this Stratagem after an enemy CHARACTER model is slain by an OFFICIO ASSASSINORUM unit from your army. You gain 2 Command Points (or 3 Command Points if the CHARACTER was your opponent's Warlord). You can only use this Stratagem once for each enemy Character model slain.
Acrobatic (1 CP)
Callidus
Use this Stratagem in your Movement phase. Choose one CALLIDUS ASSASSIN from your army. That model can advance and charge this turn. In addition, until the start of the next battle round, subtract 1 from hit rolls for attacks that target the chosen model.
Supreme Deception (2 CP)
Callidus
Use this Stratagem at the start of any battle round after the first. Choose one CALLIDUS ASSASSIN from your army (this can be one that is not on the battlefield). That model's Reign of Confusion ability is considered to be in effect until the end of that battle round. You can only use this Stratagem once per battle.
HYPERMETABOLISM (1 CP)
Eversor
Use this Stratagem at the start of any phase. Choose one EVERSOR ASSASSIN from your army. Until the end of that phase, roll one D6 each time that model loses a wound (excluding from mortal wounds) and on a roll of 4+ that wound is not lost.
STIMM OVERLOAD (2 CP)
Eversor
Use this Stratagem at the end of the Fight phase. Choose one EVERSOR ASSASSIN from your army to fight with, even if that model has already fought this phase. After that model has fought, roll one D6, and on a 1-3 it suffers 1 mortal wound.
DOUBLE KILL (1 CP)
Vindicare
Use this Stratagem in your Shooting phase, after a VINDICARE ASSASSIN from your army shoots. That model can shoot one additional time this phase (this must be at a different target).
TURBO-PENETRATOR ROUND (1 CP)
Vindicare
Use this Stratagem in your Shooting phase, after an attack made with an exitus pistol or exitus rifle by a VINDICARE ASSASSIN from your army scores a hit against a target that is either a VEHICLE or a MONSTER. Do not make a wound roll for that attack; instead that hit inflicts D3 mortal wounds on the target. If this Stratagem is used then the Head Shot ability does not apply to that attack.

Stratagems: Orks

BILLOWING EXHAUST CLOUDS (1 CP)
Use this Stratagem at the start of your Movement phase. Select a SPEED FREEKS unit from your army. Until the start of your next turn, subtract 1 from hit rolls for attacks made by ranged weapons that target that unit.
BOARDING ACTION (1 CP)
Use this Stratagem at the end of the Fight phase. Select an enemy VEHICLE unit that cannot FLY and is within 1" of a TRUKK or BATTLEWAGON model from your army. Any models embarked within that TRUKK or BATTLEWAGON can make a single attack with one of their melee weapons against that enemy unit.
DA BIGGEST BOSS (1 CP)
Use this Stratagem before the battle. Select one WARBOSS model in your army. Add 1 to that model's Wounds and Attacks characteristics and it gains a 4+ invulnerable save. You can only use this Stratagem once per battle, and only if your army does not include GHAZGHKULL THRAKA.
DA BURNIN' HIGHWAY (1 CP)
Use this Stratagem in your Shooting phase, when a KUSTOM BOOSTA-BLASTA unit from your army is chosen to shoot with. Until the start of your next turn, change the characteristics of that unit's burna exhausts as follows: Range 10", Assault 3, Strength 5, AP -1.
DA KLEVEREST BOSS (1 CP)
Use this Stratagem before the battle. Select one BIG MEK model in your army. Add 1 to that model's Wounds and Attacks characteristics and change its Weapon Skill to 2+. You can only use this Stratagem once per battle, and only if your army does not include MEK BOSS BUZZGOB.
DREADED DEATH MACHINE (1 CP)
Use this Stratagem in the Fight phase, when a DEFF DREADS unit from your army is chosen to fight with. Until the end of the phase, each time an enemy model is destroyed as a result of an attack made by that unit, you can immediately make an additional attack against the same target using the same weapon. These additional attacks cannot themselves generate any further attacks.
EXTRA GUBBINZ (1 / 3 CP)
Use this Stratagem before the battle. Your army can have one extra Shiny Gubbinz for 1 CP, or two extra Shiny Gubbinz for 3 CPs. All of the Shiny Gubbinz that you include must be different and be given to different ORK CHARACTERS. You can only use this Stratagem once per battle.
EXTRA STIKKBOMBS (1 CP)
Use this Stratagem at the start of your Shooting phase. Select an ORK INFANTRY unit from your army. Up to 10 models in that unit can fire a Grenade weapon in that phase, instead of only 1.
FLYIN' 'EADBUTT (1 CP)
Use this Stratagem at the end of your Movement phase. Select one ORK unit from your army that has the Flyer battlefield role. That model is reduced to 0 wounds and automatically crashes and burns (do not roll).
FORCE-FIELD PROJEKTA (3 CP)
Use this Stratagem at the start of a battle round. Select a BIG MEK model from your army. Until the start of the next battle round, increase the range of that model's Kustom Force Field ability to 18". You can only use this Stratagem once per battle.
FULL SPEED LADZ! (1 CP)
Use this Stratagem in your Charge phase, after charging with an ORK BIKER or DEFFKILLA WARTRIKE unit from your army. Until the end of the turn, add 1 to that unit's Strength characteristic.
GET STUCK IN, LADZ! (3 CP)
Use this Stratagem at the end of the Fight phase. Select an ORK INFANTRY unit from your army that has already fought once this Fight phase to fight a second time.
GROT BUMPER (1 CP)
Use this Stratagem in your opponent's Shooting phase, when an attack made with a ranged weapon successfully wounds a BOOMDAKKA SNAZZWAGON model in your army. The saving throw is automatically passed (do not roll). Each unit can only benefit from this Stratagem once per battle.
GROT SHIELDS (1 CP)
Use this Stratagem after a <CLAN> INFANTRY unit from your army (excluding units comprised entirely of GRETCHIN models) has been hit by a ranged weapon. Until the end of the phase, you can roll a D6 each time an attack made with a ranged weapon wounds that unit if there is a friendly unit comprised entirely of <CLAN> GRETCHIN INFANTRY models within 6" of it, and the GRETCHIN unit is closer to the attacking model than the target unit. On a 2+ one model of your choice in that GRETCHIN unit is slain and the attack sequence ends.
HIT 'EM HARDER (1 CP)
Use this Stratagem in the Fight phase, when a MEGANOBZ unit from your army is chosen to fight with. Until the end of that phase, add 1 to the Damage characteristic of melee weapons models in that unit are equipped with.
KLEVER SPANNER (1 / 2 CP)
Use this Stratagem before the battle. Select one LOOTAS or BURNA BOYZ unit from your army that contains 9 or less models for 1CP, or one LOOTAS or BURNA BOYZ unit from your army that contains 10 or more models for 2CP. Whilst that unit contains one or more Spanners, you can roll one additional dice and discard one when determining the number of shots for burnas or deffguns equipped on models in that unit. Each unit can only be selected for this Stratagem once per battle.
KUSTOM JOB (1 CP)
Use this Stratagem before the battle. Your army can have one additional Kustom Job. All of the Kustom Jobs that you include must be different and be given to different units.
LONG, UNCONTROLLED BURSTS (1 CP)
Use this Stratagem at the start of your Shooting phase. Select an ORK VEHICLE unit from your army that can FLY. Until the end of the phase, add 1 to hit rolls for shooting attacks made by that unit that target enemy units that can FLY.
LOOT IT! (1 CP)
Use this Stratagem when a VEHICLE unit is destroyed. Select an ORK INFANTRY unit from your army that was either within 3" of the vehicle or embarked within it when it was destroyed. Improve the Save characteristic of that infantry unit by 1 (e.g. a Save characteristic of 6+ will become a Save characteristic of 5+), to a maximum of 2+. A unit can only be affected by this Stratagem once per battle, and once affected, cannot be selected for the Mob Up Stratagem. If this Stratagem is used on a LOOTAS unit from your army, roll a D6; on a 4+ the CP spent to use this Stratagem is immediately refunded.
MEDI-SQUIG (1 CP)
Use this Stratagem at the end of your Movement phase. Select a <CLAN> CHARACTER from your army that is within 3" of a friendly <CLAN> PAINBOY . The selected model immediately regains D3 lost wounds.
MOB UP (1 CP)
Use this Stratagem at the end of your Movement phase, before setting up any reinforcement units in your army on the battlefield (if any). Select two <CLAN> BOYZ units from your army that are within 2" of each other. If one of the units has 10 or more models, and the other has 10 or fewer, the two units merge and, for the rest of the battle, they are counted as a single unit for all rules purposes.
MORE DAKKA! (2 CP)
Use this Stratagem before an ORK unit from your army shoots in your Shooting phase. Until the end of the phase, that unit's Dakka! Dakka! Dakka! ability triggers on unmodified hit rolls of 5 or 6, instead of 6.
ORKS IS NEVER BEATEN (2 CP)
Use this Stratagem when an ORK CHARACTER model from your army is slain. That model is not removed from the battlefield as normal, and can immediately either shoot as if it were your Shooting phase, or fight as if it were the Fight phase. The slain model is then removed from the battlefield.
PATCH UP (1 CP)
Use this Stratagem at the start of any turn. Select one MORKANAUT, GORKANAUT or STOMPA unit from your army. Until the end of the turn, that model is considered to have double the number of wounds remaining for the purposes of determining what row to use on its damage table.
RAMMING SPEED (2 CP)
Use this Stratagem in your Charge phase. Select an ORK VEHICLE unit from your army. You can roll 3D6 when making a charge move with that unit this phase. In addition, if the unit finishes a charge move this phase, select an enemy unit within 1" of it and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds.
SNAGGA GRAPPLE (1 CP)
Use this Stratagem when a DEFFKILLA WARTRIKE model from your army Falls Back in the Movement phase. Before the model moves, select an enemy unit within 1" and roll a D6; on a 2+ that enemy unit suffers D3 mortal wounds.
SPESHUL SHELLS (2 CP)
Use this Stratagem in your Shooting phase, when a FLASH GITZ unit from your army is chosen to shoot with. Until the end of the phase, increase the range of Snazzguns models in that unit are equipped with by 12".
SQUIG BOMBS (1 CP)
Use this Stratagem in your Movement phase, after moving a BLITZA-BOMMER model from your army. Until the end of that phase, add 1 to rolls made for that model's boom bomb ability.
TELLYPORTA (2 CP)
Use this Stratagem during deployment. You can set up an ORK unit from your army with a Power Rating of 20 or less on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport down at the end of any of your Movement phases - set them up anywhere on the battlefield that is more than 9" from any enemy models. If you use this Stratagem on a TRANSPORT, all units embarked inside it remain so when it is set up on a tellyporta.
TEMPERAMENTAL SHOKK DRIVE (1 CP)
Use this Stratagem in your Shooting phase, after shooting with a SHOKKJUMP DRAGSTA unit from your army. That unit immediately Advances and the result is a 4+ (do not roll).
UNSTOPPABLE GREEN TIDE (3 CP)
Use this Stratagem at the end of your Movement phase. Select a unit of BOYZ from your army that has less than half its starting number of models and remove it from the battlefield. You can then set it up again wholly within 6" of the edge of the battlefield and more than 9" from any enemy models, at its full starting strength. You cannot select a unit for this Stratagem that has been merged via the Mob Up Stratagem. You can only use this Stratagem once per battle.
UNSTOPPABLE MOMENTUM (2 CP)
Use this Stratagem in your Charge phase, when an ORK unit from your army has finished a charge move and dealt one or more mortal wounds to an enemy unit. If that ORK unit is no longer within 1" of an enemy unit, it can immediately be chosen to charge with again.
WARPHEAD (1 CP)
Use this Stratagem before the battle begins. Select a WEIRDBOY model from your army to become a Warphead. This model knows 1 additional psychic power from the Power of the Waaagh! discipline (pg 129) and can attempt to manifest 1 additional psychic power in each of your Psychic phases. Each WEIRDBOY model can only be selected for this Stratagem once per battle.
WILDFIRE (1 CP)
Use this Stratagem in your Movement phase, after selecting an enemy unit for the burna bombs ability of a BURNA-BOMMER unit from your army. Select one other enemy unit within 6" of the unit you selected. Roll one D6 for each model in that additional unit, up to a maximum of 10 dice. For each roll of 5+ that unit suffers 1 mortal wound. This Stratagem is not affected by the Arsonists Subkultur.
SHOWIN' OFF (2 CP)
Bad Moonz
Use this Stratagem immediately after resolving a shooting attack with a BAD MOONS INFANTRY unit from your army. That unit can shoot all of its weapons a second time. This Stratagem can only be used once per phase.
DEAD SNEAKY (1 / 2 CP)
Blood Axes
Use this Stratagem during deployment. If you spent 1 CP, select a BLOOD AXE INFANTRY unit from your army that has a Power Rating of 8 or less and set it up in hiding instead of placing it on the battlefield. If you spent 2 CPs, select a BLOOD AXE INFANTRY unit that has a Power Rating of 9 or more instead. At the end of any of your Movement phases that unit can emerge from hiding - set it up anywhere on the battlefield that is more than 9" away from any enemy models.
WRECKERS (2 CP)
Deathskulls
Use this Stratagem at the start of any phase. Select a DEATHSKULLS unit from your army. You can re-roll wound rolls for attacks made by that unit that target enemy VEHICLE units until the end of the phase.
DRIVE-BY KRUMPIN' (1 CP)
Evil Sunz
Use this Stratagem at the end of your Shooting phase. Select an EVIL SUNZ SPEED FREEKS unit from your army. That unit can immediately make a move as if it were the Movement phase, but cannot charge this turn.
KILL-KROOZER BROADSIDE (3 CP)
Freebooterz
Use this Stratagem at the start of your Shooting phase. Select up to D3 points on the battlefield, each more than 6" away from the others and visible to a FREEBOOTERZ unit from your army. Roll a D6 for each unit (friend or foe) within 3" of any of those points. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 5+ that unit suffers D3 mortal wounds. You can only use this Stratagem once per battle.
SKARBOYZ (1 CP)
Goff
Use this Stratagem before the battle. Select a GOFF BOYZ unit (excluding 'ARD BOYZ) from your army; that unit gains the SKARBOYZ keyword, and the Strength characteristic of models in that unit is changed to 5. That unit can only use the Mob Up Stratagem to merge with other units of SKARBOYZ.
MONSTER HUNTERS (3 CP)
Snakebite
Use this Stratagem at the start of any phase. Select an enemy model with a Wounds characteristic of 10 or more. Add 1 to wound rolls for attacks made by SNAKEBITE units from your army that target that model until the end of that phase.
BLITZ BRIGADE (1 CP)
Specialist - Blitz Brigade
Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Blitz Brigade Specialist Detachment. WARBOSSES, BATTLEWAGONS, GUNWAGONS and BONEBREAKA units in that Detachment gain the BLITZ BRIGADE keyword.
HOLD ON, BOYZ! (2 CP)
Specialist - Blitz Brigade
Use this Stratagem during your Movement phase before you move a <CLAN> BLITZ BRIGADE BATTLEWAGON from your army. Pick a friendly <CLAN> INFANTRY unit wholly within 3" of that model and remove it from the battlefield. After that BATTLEWAGON has moved, set the <CLAN> INFANTRY unit up on the battlefield wholly within 3" of that BATTLEWAGON , and more than 3" from any enemy models. (Note that this infantry unit is not embarked within the Battlewagon and therefore does not count towards the number of models it can transport.) That infantry unit cannot move further this phase (but counts as having moved this turn for all rules purposes) and it cannot charge this turn.
KRUSH 'EM (1 CP)
Specialist - Blitz Brigade
Use this Stratagem in the Fight phase when a BLITZ BRIGADE BONEBREAKA from your army is chosen to fight. Roll three D6 for the Bonebreaka Ram ability and choose the highest result.
OPENING SALVO (1 CP)
Specialist - Blitz Brigade
Use this Stratagem in your Shooting phase of the first battle round. Pick a BLITZ BRIGADE GUNWAGON from your army. Double the Range characteristic of that unit's weapons until the end of that phase.
DREAD WAAAGH! (1 CP)
Specialist - Dread Waaagh!
Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Dread Waaagh! Specialist Detachment. BIG MEKS, GORKANAUTS, MORKANAUTS, DEFF DREADS and KILLA KANS in that Detachment gain the DREAD WAAAGH! keyword.
KUSTOM AMMO (2 CP)
Specialist - Dread Waaagh!
Use this Stratagem in your Shooting phase. Pick a DREAD WAAAGH! unit from your army. That unit can shoot twice this Shooting phase with all of its ranged weapons.
MEK CONNECTIONS (1 CP)
Specialist - Dread Waaagh!
Use this Stratagem at the end of your Movement phase. Pick a DREAD WAAAGH! unit from your army that is within 1" of a MEK WORKSHOP. If you use the Kustom Job ability to give that unit a kustom job, it receives something 'extra speshul' on a 4+ instead of a 6+.
KULT OF SPEED (1 CP)
Specialist - Kult Of Speed
Use this Stratagem when choosing your army. Pick an ORK Detachment from your army to be a Kult of Speed Specialist Detachment. SPEED FREEKS in that Detachment gain the KULT OF SPEED keyword.
CHARGE THROUGH 'EM! (2 CP)
Specialist - Kult Of Speed
Use this Stratagem before a KULT OF SPEED unit from your army makes a consolidation move. That unit consolidates 2D6" instead of 3".
TURBO-BOOSTAS (2 CP)
Specialist - Kult Of Speed
Use this Stratagem at the start of your Movement phase. Pick a KULT OF SPEED unit from your army. If that unit Advances this phase, double that unit's Move characteristic instead of rolling a dice.
STOMPA MOB (1 CP)
Specialist - Stompa Mob
Use this Stratagem when choosing your army. Pick an ORK Super-heavy Detachment from your army to be a Stompa Mob Specialist Detachment. STOMPA units in that Detachment gain the STOMPA MOB keyword. In addition, you can pick one model in that Stompa Mob Specialist Detachment to gain the CHARACTER keyword. However, the only Warlord Trait it can be given is either Gork's One or Mork's One and the only relic it can take is Tezdrek's Stompa Power Field.
STOMP, STOMP, STOMP! (1 CP)
Specialist - Stompa Mob
Use this Stratagem at the start of the Fight phase. Pick a STOMPA MOB unit from your army that is within 1" of any enemy units. Roll a D6 for each enemy model within 3" of that unit; on a 6+ that model's unit suffers 1 mortal wound.
STOMPA-PORTA (4 CP)
Specialist - Stompa Mob
Use this Stratagem during deployment. You can set up a STOMPA MOB unit from your army on a tellyporta pad instead of placing it on the battlefield. Units on a tellyporta pad can teleport into battle at the end of any of your Movement phases - set them up anywhere on the battlefield that is more than 9" from any enemy models.

Stratagems: Space Marines

ARMOUR OF CONTEMPT (1 CP)
Use this Stratagem when an ADEPTUS ASTARTES VEHICLE model from your army would lose a wound as a result of a mortal wound. Roll one D6; on a 5+ that wound is not lost. In addition, until the end of the phase, when this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost.
AUSPEX SCAN (2 CP)
Use this Stratagem after your opponent sets up a unit on the battlefield as reinforcements within 12" of any ADEPTUS ASTARTES INFANTRY units from your army. Select one of those units from your army to shoot at that enemy unit as if it were your Shooting phase; when resolving these attacks, subtract 1 from hit rolls.
BIG GUNS NEVER TIRE (1 CP)
Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.
BOLTSTORM (2 CP)
Use this Stratagem at the start of your Shooting phase. Select one INTERCESSOR SQUAD unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: 'When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.'
CHAPTER ANCIENT (1 CP)
Use this Stratagem before the battle. Select one ANCIENT model from your army that is not a named character. Add 1 to the Leadership characteristic of that model. In addition, that model gains the CHAPTER ANCIENT keyword and the following ability: 'Chapter Banner: Friendly <CHAPTER> units benefit from this model's Astartes Banner ability if they are within 9" of it instead of 6"'. You can only use this Stratagem once per battle and your army cannot include two CHAPTER ANCIENTS from the same Chapter.
CHAPTER MASTER (2 CP)
Use this Stratagem before the battle if your army does not include a CHAPTER MASTER model. Select one ADEPTUS ASTARTES CAPTAIN model from your army that is not a named character. Replace that model's CAPTAIN keyword with CHAPTER MASTER and replace its Rites of Battle ability with: 'Chapter Master: You can re-roll hit rolls for attacks made by models in friendly <CHAPTER> units whilst their unit is within 6" of this model.'
CHIEF APOTHECARY (1 CP)
Use this Stratagem before the battle. Select one APOTHECARY model from your army that is not a named character. Until the end of the battle, that model gains the CHIEF APOTHECARY keyword and the following ability: 'Chief Apothecary: When this model provides medical attention to a unit, you can re-roll the dice to determine if a destroyed model is returned to that unit'. You can only use this Stratagem once per battle once and your army cannot include two CHIEF APOTHECARIES from the same Chapter.
CHIEF LIBRARIAN (1 CP)
Use this Stratagem before the battle. Select one LIBRARIAN model from your army that is not a named character. Until the end of the battle, that model gains the CHIEF LIBRARIAN keyword and the following ability: 'Chief Librarian: This model knows one additional psychic power from their chosen discipline and can attempt to Deny one additional psychic power in your opponent's Psychic phase'. You can only use this Stratagem once per battle and your army cannot include two CHIEF LIBRARIANS from the same Chapter.
DEATH TO THE TRAITORS! (1 CP)
Use this Stratagem in the Fight phase, when an ADEPTUS ASTARTES unit from your army is chosen to fight with. Until the end of that phase, when you resolve an attack made with a melee weapon by a model in that unit against a HERETIC ASTARTES unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
DUTY ETERNAL (1 CP)
Use this Stratagem when an ADEPTUS ASTARTES DREADNOUGHT model from your army is chosen as the target for an attack. Until the end of the phase, when resolving an attack made against that model, you can reduce any damage suffered by 1, to a minimum of 1 (this is not cumulative with any other rules that reduce the damage).
FLAKK MISSILE (1 CP)
Use this Stratagem when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a missile launcher at a unit that can FLY. You can only make one attack with that weapon. When resolving that attack, add 1 to the hit roll; if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends.
FURY OF THE FIRST (1 CP)
Use this Stratagem in any phase. Select one ADEPTUS ASTARTES TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
GENE-WROUGHT MIGHT (1 CP)
Use this Stratagem in the Fight phase, when a PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll).
GRAVITIC AMPLIFICATION (1 CP)
Use this Stratagem when an ADEPTUS ASTARTES unit from your army is chosen to shoot with. Until the end of the phase, when resolving an attack made with a grav-cannon and grav-amp by a model in that unit, you can re-roll the wound roll and you can re-roll the damage roll.
HAMMER OF WRATH (1 CP)
Use this Stratagem when a JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.
HELLFIRE SHELLS (1 CP)
Use this Stratagem when an ADEPTUS ASTARTES INFANTRY model from your army shoots with a heavy bolter. You can only make one attack with that weapon. If a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends.
HERO OF THE CHAPTER (1 CP)
Use this Stratagem before the battle, after nominating your Warlord. Select one ADEPTUS ASTARTES CHARACTER model from your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
HONOUR THE CHAPTER (3 CP)
Use this Stratagem at the end of the Fight phase. Select one ADEPTUS ASTARTES unit from your army within 1" of any enemy units; that unit can fight an additional time that phase.
MASTER OF SANCTITY (1 CP)
Use this Stratagem before the battle. Select one CHAPLAIN model from your army that is not a named character. Until the end of the battle, that model gains the MASTER OF SANCTITY keyword and the following ability: 'Master of Sanctity: This model knows one additional litany from the Litanies of Battle and can recite one additional litany at the start of the battle round'. You can only use this Stratagem once per battle and your army cannot include two MASTERS OF SANCTITY from the same Chapter.
MASTER OF THE FORGE (1 CP)
Use this Stratagem before the battle. Select one TECHMARINE model from your army that is not a named character or a TECHMARINE GUNNER. Until the end of the battle, that model gains the MASTER OF THE FORGE keyword and the following ability: 'Master of the Forge: When this model repairs a model using its Blessing of the Omnissiah ability, that model regains up to 3 lost wounds instead of up to D3'. You can only use this Stratagem once per battle and your army cannot include two MASTERS OF THE FORGE from the same Chapter.
MASTERFUL MARKSMANSHIP (1 CP)
Use this Stratagem when a STERNGUARD VETERAN SQUAD unit from your army fires Overwatch or is chosen to shoot with. Until the end of the phase, when resolving an attack made with a special issue boltgun by a model in that unit, add 1 to the wound roll.
ONLY IN DEATH DOES DUTY END (2 CP)
Use this Stratagem when an ADEPTUS ASTARTES CHARACTER model from your army is destroyed, before removing that model from play; that model can either shoot as if it were your Shooting phase, or fight as if it were the Fight phase (this Stratagem is not cumulative with the Astartes Banner ability - this Stratagem takes precedence).
ORBITAL BOMBARDMENT (3 CP)
This Stratagem can be used once per battle, in your Shooting phase, if an ADEPTUS ASTARTES Warlord from your army is on the battlefield. Select one point on the battlefield and roll one D6 for each unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.
RELICS OF THE CHAPTER (1 CP)
Use this Stratagem before the battle. Your army can have one additional Chapter Relic. All of the Relics your army includes must be different and be given to different models.
SKILLED RIDERS (2 CP)
Use this Stratagem in your Movement phase. Select one ADEPTUS ASTARTES BIKER unit or ADEPTUS ASTARTES LAND SPEEDER unit from your army. If that unit moves that phase, then models in that unit have a 4+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase. If that unit Advances that phase, models in that unit instead have a 3+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase.
STEADY ADVANCE (1 CP)
Use this Stratagem in your Shooting phase, when an ADEPTUS ASTARTES INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had remained stationary in your previous Movement phase.
SUPPRESSION FIRE (2 CP)
Use this Stratagem in your Shooting phase, when a WHIRLWIND model or THUNDERFIRE CANNON model from your army that has not moved this turn is chosen to shoot with. You can choose that model to shoot with an additional time that phase, but when it does, it can only shoot with weapons that can target units that are not visible to the bearer.
TACTICAL FLEXIBILITY (1 CP)
Use this Stratagem at the start of your Movement phase. Select any number of ADEPTUS ASTARTES units from your army that have the Combat Squads ability and contain 10 models. Each of those units is divided into two units of 5 models. Any rules effects that applied to a unit selected for this Stratagem apply to both units of 5 models.
TRANSHUMAN PHYSIOLOGY (2 CP)
Use this Stratagem when an ADEPTUS ASTARTES unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of the phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack may have.
VENGEANCE OF THE MACHINE SPIRIT (2 CP)
Use this Stratagem when an ADEPTUS ASTARTES LAND RAIDER model, REPULSOR model or STORMRAVEN GUNSHIP model from your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that models damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
WISDOM OF THE ANCIENTS (1 CP)
Use this Stratagem at the start of any phase. Select one <CHAPTER> DREADNOUGHT model from your army. Until the end of that phase, when resolving an attack made by a model in a friendly <CHAPTER> unit within 6" of the selected model, re-roll a hit roll of 1.
BORN PROTECTORS (2 CP)
Salamanders & Successors
Use this Stratagem in your opponent's Charge phase, when a charge is declared against a SALAMANDERS unit from your army. Select one friendly SALAMANDERS unit that is more than 1" away from any enemy units and within 12" of the unit that is the target of that charge. The selected unit can fire Overwatch at the charging unit as if it were a target of that charge; if the selected unit is a target of that charge, it instead fires Overwatch as normal. In addition, if that charge is successful, the selected unit can perform a Heroic Intervention as if it were a CHARACTER; if it does, it can move up to 2D6", but must end that move closer to the unit that charged and cannot move within 1" of any other enemy units.
THE CRUCIBLE OF BATTLE (1 CP)
Salamanders & Successors
Use this Stratagem in the Shooting or Fight phase, when a SALAMANDERS unit from your army is chosen to shoot or fight with. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the wound roll.
DESPITE THE ODDS (1 CP)
Salamanders & Successors
Use this Stratagem at the end of your turn if a SALAMANDERS Warlord from your army is on the battlefield and you did not achieve any Tactical Objectives this turn. Generate one new Tactical Objective. You can only use this Stratagem if the mission you are playing uses Tactical Objectives.
EXEMPLAR OF THE PROMETHEAN CREED (1 CP)
Salamanders & Successors
Use this Stratagem after nominating a SALAMANDERS model that is not a named character to be your Warlord. You can generate one additional Warlord Trait for them; this must be from the Salamanders Warlord Traits table. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
THE FIRES OF BATTLE (1 CP)
Salamanders & Successors
Use this Stratagem in your Shooting phase or in your opponent's Charge phase, when a SALAMANDERS model from your army shoots with a flame or melta weapon (see Codex: Space Marines). Until the end of that phase, when resolving an attack made with that weapon, on an unmodified wound roll of 4+ the target suffers 1 mortal wound in addition to any normal damage (a maximum of 3 mortal wounds can be inflicted per phase via this Stratagem).
FLAMECRAFT (2 CP)
Salamanders & Successors
Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, when a model in that unit shoots with a flame weapon (see Codex: Space Marines), do not roll to determine the number of attacks made with that weapon; instead, the maximum number of attacks are made with that weapon (e.g. 6 attacks are made with a Heavy D6 weapon).
IMMOLATION PROTOCOLS (1 CP)
Salamanders & Successors
Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army is chosen to shoot with. Until the end of that phase, change the type of all flame weapons (see Codex: Space Marines) models in that unit are equipped with to Pistol (e.g. an Assault D6 flame weapon becomes Pistol D6).
MASTER ARTISANS (1 CP)
Salamanders & Successors
Use this Stratagem before the battle. Select one SALAMANDERS model from your army that has the word 'Sergeant' in their profile. That model can have one of the following Chapter Relics, even though they are not a CHARACTER: Master-crafted weapon, Digital Weapons, Drakeblade, Dragonrage Bolts. All of the Relics your army includes must be different and be given to different models.
RELENTLESS DETERMINATION (1 CP)
Salamanders & Successors
Use this Stratagem at the end of your Movement phase. Select one SALAMANDERS unit from your army that did not Advance that phase. Until the start of your next Movement phase, that unit is treated as having remained stationary during its Movement phase for all rules purposes (such as firing Heavy weapons). In addition, if that unit has a Damage table, then until the start of your next Movement phase, double the number of wounds it has remaining for the purposes of determining what row to use on that damage table.
RISE FROM THE ASHES (2 CP)
Salamanders & Successors
Use this Stratagem in any phase, when a SALAMANDERS CHARACTER model from your army is destroyed. At the end of that phase, roll one D6; on a 4+ return that model to play with 1 wound remaining, placing it as close as possible to its previous position and more than 1" away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.
RITES OF VULKAN (2 CP)
Salamanders & Successors
Use this Stratagem at the start of your Movement phase if the Tactical Doctrine is active. Until the start of the next battle round, when resolving an attack made with a Rapid Fire or Assault weapon by a SALAMANDERS model from your army, on an unmodified wound roll of 6 the Armour Penetration characteristic of that weapon is improved by an additional 1 for that attack. You can only use this Stratagem once per battle.
SELF SACRIFICE (2 CP)
Salamanders & Successors
Use this Stratagem at the start of your opponent's Shooting phase. Select one Salamanders Infantry unit that contains 5 or more models from your army that is not within 1" of any enemy units, and then select one other Infantry unit from your army that is wholly within 6" of the selected unit. Until the end of the phase, your opponent cannot target the second unit you selected unless that unit is the closest enemy unit to the firing model and visible to it, or it is no longer wholly within 6" of the first unit you selected. In addition, until the end of the phase, the first unit you selected is always an eligible target for enemy shooting attacks provided it is within range and is visible to the firing model (i.e. it can be targeted even whilst under the effects of any rules that would prevent it from being targeted, such as the Shrouding psychic power).
STAND YOUR GROUND (1 CP)
Salamanders & Successors
Use this Stratagem in any phase, when a SALAMANDERS INFANTRY unit from your army that is not a SERVITOR and did not Advance in this phase or your previous Movement phase is chosen as the target for an attack. Until the end of that phase, when resolving an attack made with a weapon that has a Damage characteristic of 1 against a model in that unit, add 1 to the saving throw. This does not affect invulnerable saving throws.
STRENGTH OF THE PRIMARCH (1 CP)
Salamanders & Successors
Use this Stratagem at the start of the Fight phase. Select one SALAMANDERS unit from your army. Until the end of that phase, add 1 to the Strength characteristic of models in that unit, and when resolving an attack made with a melee weapon by a model in that unit, on an unmodified wound roll of 6 double the Damage characteristic of that weapon for that attack.
TRUST OF PROMETHEUS (1 CP)
Salamanders & Successors
Use this Stratagem after nominating a model drawn from a Salamanders successor Chapter to be your Warlord. You can give one Relic of Nocturne to a CHARACTER model from your army that is drawn from a Salamanders successor Chapter instead of giving them a Special-issue Wargear Relic or a Chapter Relic from Codex: Space Marines. If you do, replace the SALAMANDERS keyword in all instances on that Relic (if any) with that model's <CHAPTER> keyword. You can only use this Stratagem once per battle.
VENGEANCE FOR ISSTVAN V (1 CP)
Salamanders & Successors
Use this Stratagem in the Fight phase, when a SALAMANDERS unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit against a WORD BEARERS, IRON WARRIORS , NIGHT LORDS or ALPHA LEGION unit, you can re-roll the hit roll.
INDOMITUS CRUSADERS (1 CP)
Specialist - Indomitus Crusaders
Use this Stratagem when choosing your army. Pick a Space Marines Detachment from your army to be an Indomitus Crusaders Specialist Detachment. PRIMARIS CAPTAINS, PRIMARIS LIEUTENANTS, PRIMARIS ANCIENTS, INTERCESSOR SQUADS and INCEPTOR SQUADS in that Detachment gain the INDOMITUS CRUSADER keyword.
LIBERATORS (1 CP)
Specialist - Indomitus Crusaders
Use this Stratagem at the start of the Fight phase. Pick an INDOMITUS CRUSADER unit from your army. Until the start of your next turn, each time you roll an unmodified hit roll of 6 for an attack made by a model in this unit, that attacks inflicts 2 hits on the target instead of 1.

Stratagems: Space Wolves

ARMOUR OF CONTEMPT (1 CP)
Use this Stratagem when a SPACE WOLVES VEHICLE from your army suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound inflicted on this model for the rest of the phase: on a 5+, that mortal wound is ignored and has no effect.
BIG GUNS NEVER TIRE (1 CP)
Use this Stratagem in your Shooting phase, when a SPACE WOLVES VEHICLE unit from your army is chosen to shoot with. Until the end of that phase, that unit does not suffer the penalty for moving and firing Heavy weapons.
BOLTSTORM (2 CP)
Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, auto bolt rifles that models in that unit are equipped with gain the following ability: 'When resolving an attack made with this weapon against a target that is within half range, do not make a hit roll: it automatically scores a hit.'
CHOOSER OF THE SLAIN (2 CP)
Use this Stratagem immediately after your opponent sets up a unit that is arriving on the battlefield as reinforcements and is visible to a RUNE PRIEST from your army. A single friendly SPACE WOLVES unit within 6" of that Rune Priest can immediately shoot at that enemy unit as if it were the Shooting phase, but you must subtract 1 from any hit rolls when it does so.
CLOAKED BY THE STORM (3 CP)
Use this Stratagem in your Psychic phase. Choose a RUNE PRIEST from your army that successfully manifested a psychic power in this phase. Your opponent must subtract 1 from all hit rolls for ranged attacks that target friendly SPACE WOLVES units within 6" of this model until the beginning of your next Psychic phase.
COUNTER-CHARGE (1 CP)
Use this Stratagem in your opponent's Charge phase. Select one SPACE WOLVES unit from your army. Until the end of that phase, that unit can perform a Heroic Intervention as if it were a CHARACTER. In addition, it can perform a Heroic Intervention if there are any enemy units within 6" of it, instead of 3", and when doing so can move up to 6" instead of 3".
CRUSHING ASSAULT (1 CP)
Use this Stratagem in your Charge phase when a THUNDERWOLF CAVALRY unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 2+ that enemy unit suffers 1 mortal wound.
CUNNING OF THE WOLF (1 CP)
Use this Stratagem during deployment, when setting up a SPACE WOLVES INFANTRY unit. You can set up this unit on the hunt instead of placing it on the battlefield. At the end of any of your Movement phases the unit can join the battle - set it up so that it is wholly within 6" of any battlefield edge of your choice and more than 9" away from any enemy models.
DATALINK TELEMETRY (1 CP)
Use this Stratagem in the Shooting phase just before a SPACE WOLVES Whirlwind from your army shoots. If the target of the Whirlwind's shooting attacks is visible to a friendly SPACE WOLVES LAND SPEEDER unit that is within 12" of the target unit, the Whirlwind's attacks automatically hit.
DEATH GRIP BITE (1 CP)
Use this Stratagem in the Fight phase when a THUNDERWOLF CAVALRY unit from your army is chosen to fight with. Until the end of that phase, crushing teeth and claws weapons models in that unit are equipped with have a Damage characteristic of 2.
DUTY ETERNAL (1 CP)
Use this Stratagem in any phase when an SPACE WOLVES DREADNOUGHT model in your army is chosen as the target for an attack. Until the end of that phase, when resolving an attack made against that model, halve the damage inflicted (rounding up).
THE EMPEROR'S EXECUTIONERS (1 CP)
Use this Stratagem when a SPACE WOLVES unit from your army is chosen to attack in the Fight phase. Each time you make a hit roll of 4+ for a model in that unit during this phase, it can, if it was targeting a THOUSAND SONS unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.1
FLAKK MISSILE (1 CP)
Use this Stratagem when an SPACE WOLVES INFANTRY model from your army shoots with a missile launcher at a unit that can FLY. You can only make a single hit roll with that weapon. When resolving that attack, add 1 to the hit roll; if a hit is scored, the target suffers D3 mortal wounds and the attack sequence ends.
FURY OF THE CHAMPIONS (1 CP)
Use this Stratagem in any phase. Select one SPACE WOLVES TERMINATOR unit from your army. Until the end of that phase, when resolving an attack made by a model in that unit, add 1 to the hit roll.
GENE-WROUGHT MIGHT (1 CP)
Use this Stratagem in the Fight phase, when a PRIMARIS INFANTRY unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made with a melee weapon by a model in that unit, an unmodified hit roll of 6 automatically scores a hit and successfully wounds the target (do not make a wound roll). If that unit is benefiting from the Savage Fury ability, the additional hit successfully wounds the target (do not make a wound roll).
HAMMER OF WRATH (1 CP)
Use this Stratagem in your Charge phase when a JUMP PACK unit from your army finishes a charge move. For each model in that unit, you can select one enemy unit within 1" of that model and roll one D6; on a 5+ that enemy unit suffers 1 mortal wound.
HELLFIRE SHELLS (1 CP)
Use this Stratagem just before a SPACE WOLVES INFANTRY model from your army attacks with a heavy bolter. You only make a single hit roll with the weapon this phase, however, if it hits, the target suffers D3 mortal wounds.
HERO OF THE CHAPTER (1 CP)
Use this Stratagem before the battle, after nominating your Warlord. Select one SPACE WOLVES CHARACTER model in your army that is not your Warlord and determine one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.
HONOUR THE CHAPTER (3 CP)
Use this Stratagem at the end of the Fight phase. Select a SPACE WOLVES INFANTRY, BIKER or CAVALRY unit from your army - that unit can immediately fight for a second time.
HOWL OF THE GREAT PACK (2 CP)
Use this Stratagem at the beginning of the Morale phase. Choose a WOLF LORD from your army. Friendly SPACE WOLVES units within 12" of that model automatically pass Morale tests in this phase, and your opponent must add 1 to Morale tests taken by enemy units within 12" of that model in this phase.
HUNTER-SLAYER MISSILE (1 CP)
Use this Stratagem in your Shooting phase. Select one REPULSOR model in your army to launch a hunter-slayer missile, then select one enemy VEHICLE unit or MONSTER unit within 48" of that model that is not within 1" of any units from your army. Roll one D6; if the result is equal to or greater than that model's Ballistic Skill, that unit suffers D3 mortal wounds. Each REPULSOR model can only be selected for this Stratagem once per battle.
KEEN SENSES (1 CP)
Use this Stratagem in your Shooting phase. Choose a SPACE WOLVES unit from your army. That unit doesn't suffer any penalties to its hit rolls this phase.
KILLSHOT (1 CP)
Use this Stratagem in your Shooting phase if a SPACE WOLVES Predator from your army is within 6" of 2 friendly SPACE WOLVES Predators. If you do so, you can add 1 to the wound rolls and damage for all of the Predators' attacks that target MONSTERS or VEHICLES this phase.
KNOWLEDGE OF THE FOE (0 CP)
Use this Stratagem in the Fight phase when an enemy CHARACTER is destroyed by an attack made by a SPACE WOLVES model in your army. You receive 1 Command Point.
LINEBREAKER BOMBARDMENT (1 CP)
Use this Stratagem in your Shooting phase if a SPACE WOLVES Vindicator from your army is within 6" of 2 friendly SPACE WOLVES Vindicators. If you do so, the Vindicators cannot fire their demolisher cannons this phase - instead, select a visible point on the battlefield within 24" of all three vehicles. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
LIVING STORM (1 CP)
Use this Stratagem if a SPACE WOLVES PSYKER from your army is within 6" of at least 2 other friendly SPACE WOLVES PSYKERS and manifests the Living Lightning psychic power. Whenever the power would inflict D3 mortal wounds, it instead inflicts D6 mortal wounds.
LONE WOLF (1 CP)
Use this Stratagem at the end of any phase if there is a SPACE WOLVES INFANTRY unit from your army (other than a CHARACTER, a SERVITOR or a WULFEN) that has been reduced to a single model. That model's Wounds characteristic is increased by 2 (and it gains 2 wounds), it gains the CHARACTER keyword and you can re-roll failed hit and wound rolls for it for the remainder of the game.
LAUGH IN THE FACE OF DEATH (1 CP)
Use this Stratagem in the Fight phase. Choose a SPACE WOLVES INFANTRY, BIKER or CAVALRY unit from your army that is affected by an enemy unit's ability that modifies their Leadership. You can re-roll all failed hit rolls for that SPACE WOLVES unit in this phase.
ONLY IN DEATH DOES DUTY END (2 CP)
Use this Stratagem when a SPACE WOLVES CHARACTER from your army is slain; that model can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield (this Stratagem is not cumulative with the Great Company Banner ability - the Stratagem takes priority).
ORBITAL BOMBARDMENT (3 CP)
This Stratagem can be used once per battle, in your Shooting phase, if you have a SPACE WOLVES Warlord that did not move during your Movement phase. Instead of shooting with your Warlord's ranged weapons, select a visible point on the battlefield and roll a D6 for every unit within D6" of that point. Subtract 1 from the result if the unit being rolled for is a CHARACTER. On a 4+ the unit being rolled for suffers D3 mortal wounds.
OVERWHELMING IMPETUOSITY (1 CP)
Use this Stratagem at the start of the Fight phase. Select a BLOOD CLAWS unit from your army that successfully charged this turn and is within 1" of an enemy unit with a higher Power Rating. You can re-roll failed hit rolls for the BLOOD CLAWS unit's attacks that target that enemy unit.
OVERWHELMING SAVAGERY (1 CP)
Use this Stratagem in the Fight phase. Choose a unit of Thunderwolf Cavalry from your army. You can re-roll wound rolls of 1 for that unit in this phase.
MENTOR'S GUIDANCE (1 CP)
Use this Stratagem in your Shooting phase or in the Fight phase. Choose a SPACE WOLVES CHARACTER (other than a WOLF PRIEST) within 6" of a WOLF PRIEST from your army. You can re-roll all failed wound rolls for that character in this phase.
PACK HUNTERS (1 CP)
Use this Stratagem in the Fight phase when a FENRISIAN WOLVES or CYBERWOLVES unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit, if that unit is within 3" of a friendly SPACE WOLVES INFANTRY unit or SPACE WOLVES CAVALRY unit, you can re-roll the hit roll.
RAPID FIRE (2 CP)
Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, bolt rifles that models in that unit are equipped with have a Type characteristic of Rapid Fire 2.
SEEKING A SAGA (1 CP)
Use this Stratagem at the beginning of the Fight phase. Choose a SPACE WOLVES CHARACTER from your army that is within 1" of an enemy unit with a greater Power Rating than that character. You can re-roll failed wound rolls for attacks made by that character against that enemy unit.
SKILLED RIDERS (2 CP)
Use this Stratagem in your Movement phase. Select one SPACE WOLVES BIKER unit or SPACE WOLVES LAND SPEEDER unit from your army. If that unit moves that phase, then models in that unit have a 4+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase. If that unit Advances that phase, models in that unit instead have a 3+ invulnerable save against attacks made with ranged weapons until the start of your next Movement phase.
SKYFIRE (1 CP)
Use this Stratagem in your Shooting phase, when a HUNTER or STALKER model in your army is chosen to shoot with. Until the end of that phase, that model can only target units that can FLY; when resolving an attack made by that model, add 1 to the hit roll and wound roll, and on an unmodified wound roll of 6, double the damage inflicted.
STEADY ADVANCE (1 CP)
Use this Stratagem in your Shooting phase, when a SPACE WOLVES INFANTRY unit from your army is chosen to shoot with. Until the end of that phase, for the purposes of the Bolter Discipline ability, that unit is treated as if it had Remained Stationary in your previous Movement phase.
STORM STRIKE (1 CP)
Use this Stratagem in your Shooting phase when a STORMFANG GUNSHIP model from your army is chosen to shoot with. Until the end of that phase, when resolving an attack made with a helfrost destructor by that model, add 1 to the hit, wound and damage rolls.
TALISMANIC SHIELD (1 CP)
Use this Stratagem at the beginning of your opponent's Psychic phase. Choose a SPACE WOLVES CHARACTER from your army. That character can attempt to deny one psychic power this phase as if they were a PSYKER.
TARGET SIGHTED (3 CP)
Use this Stratagem at the start of your Shooting phase. Select one INTERCESSORS unit from your army. Until the end of that phase, stalker bolt rifles that models in that unit are equipped with gain the following ability: 'This weapon can target a CHARACTER unit even if it is not the closest enemy unit. When resolving an attack made with this weapon, a wound roll of 6+ inflicts 1 mortal wound on the target in addition to any other damage.'
TOUCH OF THE WILD (1 CP)
Use this Stratagem in the Fight phase. Select one SPACE WOLVES CHARACTER model in your army. Until the end of that phase, when resolving an attack made by that model, an unmodified hit roll of 4+ scores 1 additional hit.
TRANSHUMAN PHYSIOLOGY (2 CP)
Use this Stratagem in any phase when a SPACE WOLVES unit from your army that is not a VEHICLE or a SERVITOR is chosen as a target for an attack. Until the end of that phase, when resolving an attack made against that unit, an unmodified wound roll of 1-3 always fails, irrespective of any abilities that the weapon or the model making that attack has.
TROPHIES OF FENRIS (1 / 3 CP)
Use this Stratagem before the battle. Your army can have one extra Relic of the Fang for 1 CP, or two extra Relics of the Fang for 3 CPs. All of the Relics of the Fang that you include must be different and be given to different SPACE WOLVES CHARACTERS. You can only use this Stratagem once per battle.
TRUE GRIT (1 CP)
Use this Stratagem in your Shooting phase. Choose a SPACE WOLVES INFANTRY unit from your army that is within 1" of an enemy unit. In this phase, models in that unit can fire their auto bolt rifles, boltguns, bolt rifles and bolt carbines as if they had the Pistol 2 Type. Models that do so cannot fire any other Pistols in this phase.
VENGEANCE OF THE MACHINE SPIRIT (2 CP)
Use this Stratagem when a SPACE WOLVES LAND RAIDER model, SPACE WOLVES REPULSOR model, SPACE WOLVES STORMRAVEN GUNSHIP model, STORMWOLF model or STORMFANG model in your army is destroyed. That model can either automatically explode (do not roll a D6), shoot with one of its ranged weapons as if it were your Shooting phase, or make one attack with one of its melee weapons as if it were the Fight phase (use the top row of that model's damage table when shooting with that ranged weapon or resolving that attack with a melee weapon).
VETERAN INTERCESSORS (1 / 2 CP)
Use this Stratagem before the battle. Select one INTERCESSORS unit from your army that contains 5 models for 1 Command Point, or one INTERCESSORS unit from your army that contains 6 or more models for 2 Command Points. Add 1 to the Attacks and Leadership characteristics of models in that unit. Each INTERCESSORS unit can only be selected for this Stratagem once per battle.
VICIOUS EXECUTIONERS (1 CP)
Use this Stratagem in the Fight phase when a WOLF GUARD unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against an INFANTRY unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
WISDOM OF THE ANCIENTS (1 CP)
Use this Stratagem at the start of any phase. Select one SPACE WOLVES DREADNOUGHT model from your army, other than Murderfang or a Wulfen Dreadnought. Until the end of that phase, when resolving an attack made by a model in a friendly SPACE WOLVES unit within 6" of the selected model, you can re-roll hit rolls of 1.
THE WOLF'S EYE (1 CP)
Use this Stratagem in your Shooting phase when a unit of Long Fangs from your army is chosen to make its attacks. You can re-roll either failed hit rolls or failed wound rolls for that unit for this phase; choose which when you use this Stratagem.
STALKER PACK (1 CP)
Specialist - Stalker Pack
Use this Stratagem when choosing your army. Pick a SPACE WOLVES Detachment from your army to be a Stalker Pack Specialist Detachment. BATTLE LEADERS, BLOOD CLAWS and REIVERS in that Detachment gain the STALKER PACK keyword.
BLOOD SCENT (2 CP)
Specialist - Stalker Pack
Use this Stratagem in the Fight phase. Pick an enemy INFANTRY or MONSTER unit that has suffered any casualties, or has any models in it with less than their starting number of wounds. Add 1 to wound rolls for attacks made by STALKER PACK units from your army that target that enemy unit until the end of that phase.
PACK KILLERS (1 CP)
Specialist - Stalker Pack
Use this Stratagem after a STALKER PACK unit makes a charge move. Pick another friendly STALKER PACK unit within 12" of the unit that charged. Until the end of that phase, you can roll 3D6 when making Charge moves with that unit and discard the dice with the lowest score.

Stratagems: Tyranids

ADRENALINE SURGE (3 CP)
Use this Stratagem at the end of the Fight phase. Select a TYRANIDS unit from your army - that unit can immediately fight again.
AGGRESSIVE ADAPTATION (1 CP)
Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a <HIVE FLEET> model from your army. Until the end of the battle, improve the Armour Penetration characteristic of melee weapons that models in that model's unit are equipped with by 1 (e.g. AP 0 becomes AP -1). Each unit can only be affected by this Stratagem once per battle.
BOUNTY OF THE HIVE FLEET (1 / 3 CP)
Use this Stratagem before the battle. Your army can have one extra Bio-artefact for 1 CP, or two extra Bio-artefacts for 3 CPs. All of the Bio-artefacts that you include must be different and be given to different TYRANIDS CHARACTERS. You can only use this Stratagem once per battle.
BURIED THREATS (1 CP)
Use this Stratagem in your Movement phase, when a RIPPERS unit from your army is set up on the battlefield using the Burrowers ability. For as long as that unit remains stationary, when resolving an attack made with a ranged weapon against that unit, subtract 1 from the hit roll.
CALL THE BROOD (3 CP)
Use this Stratagem at the end of your Movement phase. Add a new unit of up to 5 Genestealers to your army and set them up as reinforcements wholly within 6" of a Broodlord or infestation node from your army and more than 9" from any enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
CAUSTIC BLOOD (1 CP)
Use this Stratagem at the start of a Fight phase. Select a TYRANIDS unit from your army. Roll a dice whenever a model in that unit is destroyed in this phase. For each roll of 6, the enemy unit that inflicted the final wound on that model suffers a mortal wound after all of their attacks have been resolved.
DEATH FRENZY (2 CP)
Use this Stratagem when a TYRANIDS CHARACTER from your army is slain; the Hive Mind compels it to one final attack, and it can immediately either shoot as if it were your Shooting phase, or fight as if it were your Fight phase before it is removed from the battlefield.
DIGESTIVE DENIAL (2 CP)
Use this Stratagem after deployment but before the first battle round begins. Choose a piece of terrain (other than a Fortification). Units fully within or on this piece of terrain do not gain any bonus to their saving throws for being in cover.
FEEDER TENDRILS (1 CP)
Use this Stratagem when a Genestealer, LICTOR, Toxicrene or Venomthrope from your army kills a CHARACTER in the Fight phase. Gain D3 Command Points.
FEEDING THE HUNGER (1 CP)
Use this Stratagem in the Fight phase, when a HARUSPEX unit from your army is chosen to fight wtih. Until the end of that phase, when resolving an attack made by that model, you can re-roll the hit roll.
FERAL INSTINCTS (1 CP)
Use this Stratagem in the Fight phase. Select one HORMAGAUNTS unit from your army. Until the end of that phase, improve the Armour Penetration characteristic of melee weapons models in that unit are equipped with by 1 (e.g. AP 0 becomes AP -1).
ENCEPHALIC DIFFUSION (2 CP)
Use this Stratagem at the start of the turn. Select one MALECEPTOR model from your army. Until the end of that turn, when resolving an attack made with a ranged weapon against a friendly unit within 6" of that model, subtract 1 from that weapon's Strength characteristic, to a minimum of 1, for that attack.
ENDLESS SWARM (2 CP)
Use this Stratagem at the end of your Movement phase. Select a unit of Termagants, Hormagaunts or Gargoyles (or any HYDRA INFANTRY unit) from your army that has been completely destroyed. Add an identical unit to your army, and set it up as reinforcements wholly within 6" of any board edge, more than 9" from enemy models.
GRASPING TENDRILS (1 CP)
Use this Stratagem in your opponent's Movement phase, when an enemy unit that does not have a minimum Move characteristic and is within 1" of any TOXICRENE units from your army is chosen to Fall Back. Roll one D6, adding 1 to the result if that unit is an INFANTRY unit; on a 3+ that enemy unit cannot Fall Back this turn.
GRISLY FEAST (1 CP)
Use this Stratagem in the Morale phase. Select a unit of Ripper Swarms or Haruspex from your army. Your opponent must add 1 to any Morale tests taken for enemy units that are within 6" of that unit in this phase.
HIVE INSTINCT (1 CP)
Use this Stratagem in your Charge phase. Select one enemy unit that is within 1" of any <HIVE FLEET> SYNAPSE units from your army. Until the end of that phase, when a charge roll is made for a charge made by a friendly <HIVE FLEET> unit that targets that enemy unit, roll one additional D6 and discard one of the dice. The first model you move as part of that charge must end its charge move within 1" of that enemy unit, otherwise the charge fails and no models in the charging unit move this phase.
HUNTER'S DRIVE (1 CP)
Use this Stratagem in your Charge phase. Select one <HIVE FLEET> unit from your army. Until the end of the phase, when that unit declares a charge that targets any enemy units that had one or more models destroyed as a result of attacks made with ranged weapons made by friendly <HIVE FLEET> SYNAPSE models this turn, roll one additional D6 and discard one of the dice when making the charge roll. The first model you move as part of that charge must end its charge move within 1" of at least one of those units, otherwise the charge fails and no models in the charging unit move this phase.
IMPLANT ATTACK (1 CP)
Use this Stratagem after a TYRANIDS unit from your army fights in the Fight phase. Roll a dice for each enemy model (other than a VEHICLE) that was wounded by any of this unit's attacks and not slain. On a 2+ the model suffers a mortal wound.
INVISIBLE HUNTER (1 CP)
Use this Stratagem in your Movement phase. Select a LICTOR from your army that is within 1" of an enemy unit. That model can Fall Back, shoot and charge in this turn.
METABOLIC OVERDRIVE (1 CP)
Use this Stratagem in your Movement phase, after moving a TYRANIDS unit from your army. You can make a second move with that unit (including Advancing, if you wish), but when you do so you must roll a dice for each model in the unit. For each roll of 1, inflict a mortal wound on the unit. The unit cannot shoot or make a charge move this turn.
OVERRUN (1 CP)
Use this Stratagem when a TYRANIDS unit from your army destroys a unit in the Fight phase, and is not within 3" of an enemy unit. Instead of consolidating, that unit can move (and Advance) as if it were your Movement phase (it cannot move within 1" of any enemy models).
PATHOGENIC SLIME (2 CP)
Use this Stratagem at the start of your Shooting phase. Select a TYRANIDS MONSTER from your army. Increase the Damage of its attacks by 1 for this phase.
PHEROMONE TRAIL (1 CP)
Use this Stratagem when a TYRANIDS INFANTRY unit from your army is set up on the battlefield as reinforcements if there is already a LICTOR from your army on the battlefield. You can set up the unit wholly within 6" of the LICTOR and more than 9" from any enemy models, rather than following the normal rules for setting up the unit. You cannot use this Stratagem to affect a unit of reinforcements being set up by the Genestealer's Infestation ability, or that are added to your army due to a unit's ability.
POWER OF THE HIVE MIND (1 CP)
Use this Stratagem at the end of your Psychic phase. Select a TYRANIDS PSYKER unit from your army that manifested a psychic power this turn. It can immediately attempt to manifest one additional psychic power this turn.
PROGENY OF THE HIVE (1 CP)
You have access to this strat if you have a Tyranids CHARACTER in your army.
Use this Stratagem before the battle. Select one Tyranids INFANTRY unit or one Tyranids MONSTER model from your army that does not have an Adaptive Physiology, and then select one Adaptive Physiology to apply to that unit or model until the end of the battle. You can only use this Stratagem once per battle.
PSYCHIC BARRAGE (1 CP)
Use this Stratagem in your Psychic phase if a Zoanthropes unit from your army consisting of at least 3 models is within 6" of 2 other such units. If you do so, the Zoanthropes cannot take any Psychic tests this phase - instead, select a point on the battlefield within 18" of, and visible to, all three units. Roll a dice for each unit (friend or foe) within 3" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a CHARACTER. On a 4+ that unit suffers 3D3 mortal wounds.
PSYCHIC FISSURE (2 CP)
Use this Stratagem at the start of your opponent's Psychic phase. Until the end of that phase, when a Psychic test is taken for an enemy unit within 12" of any <HIVE FLEET> SYNAPSE units from your army and the test is failed, that enemy unit suffers D3 mortal wounds.
RAPID REGENERATION (2 CP)
Use this Stratagem at the end of your Movement phase. Select a TYRANIDS model from your army. It regains D3 wounds lost earlier in the battle.
SAVAGE DISTRACTION (1 CP)
Use this Stratagem in the Fight phase, when an enemy unit is destroyed as a result of an attack made by a model in a <HIVE FLEET> unit from your army. In your opponent's next Shooting phase, when resolving an attack made with a ranged weapon by an enemy model within 6" of that <HIVE FLEET> unit against another unit from your army, subtract 1 from the hit roll.
SCORCH BUGS (1 CP)
Use this Stratagem when a TYRANIDS unit from your army is selected to attack in the Shooting phase. You can add 1 to all wound rolls made for that unit's fleshborer or fleshborer hive attacks in that Shooting phase.
SINGLE-MINDED ANNIHILATION (2 CP)
Use this Stratagem at the end of your Shooting phase. Select a TYRANIDS INFANTRY unit from your army - that unit can immediately shoot again.
SKYSWARM FUSILLADE (1 CP)
Use this Stratagem in your Shooting phase. Select one GARGOYLES unit from your army. Until the end of the phase, fleshborers that models in that unit are equipped with have a Type characteristic of Pistol 1.
SPOREFIELD (3 CP)
Use this Stratagem after both armies have deployed but before the first battle round begins. You can add up to two units of Spore Mines to your army as reinforcements and set them up anywhere on the battlefield that is more than 12" from enemy models. This unit must belong to the same Hive Fleet as another unit from your army.
SURPRISE AMBUSH (1 CP)
Use this Stratagem in your Charge phase. Select one LICTOR unit from your army that is entirely on or within a terrain feature, or was set up on the battlefield this turn using the Hidden Hunter ability. Until the end of the turn, enemy units cannot fire Overwatch at that unit. In addition, when a charge roll is made for that unit, add 1 to the result.
SYMBIOTIC DEVASTATION (1 CP)
Use this Stratagem at the start of your Shooting phase. Select one EXOCRINE unit from your army; until the end of that phase, that unit is treated as not having moved in your Movement phase.
SYNAPTIC CHANNELLING (1 CP)
Use this Stratagem in your Psychic phase. Select one <HIVE FLEET> PSYKER unit from your army. Until the end of that phase, that unit knows all of the psychic powers known by friendly <HIVE FLEET> PSYKER units that are on the battlefield.
UNEXPECTED INCURSION (1 CP)
Use this Stratagem in your Movement phase, when a MAWLOC model from your army is set up on the battlefield using the Terror from the Deep ability. When determining the number of mortal wounds an enemy unit suffers from that model's Terror from the Deep ability that phase, add 2 to the roll.
UNYIELDING CHITIN (1 CP)
Use this Stratagem in your Charge phase or your opponent's Shooting phase, when a TYRANID PRIME or TYRANID WARRIORS unit from your army is chosen as the target for an attack made with a ranged weapon. Until the end of that phase, when resolving an attack made with a ranged weapon against that unit, reduce the Damage characteristic of that weapon by 1, to a minimum of 1, for that attack.
VORACIOUS APPETITE (1 CP)
Use this Stratagem in the Fight phase when a TYRANIDS MONSTER or CHARACTER from your army is chosen to attack. You can re-roll all failed wound rolls for that model until the end of the phase.
BRUTE FORCE (1 CP)
Behemoth
Use this Stratagem when a BEHEMOTH unit from your army completes a charge move. Roll a dice for each model in the charging unit that is within 1" of an enemy unit. For each roll of 6 (or 2+ for a MONSTER), inflict one mortal wound on an enemy unit within 1".
HYPER-TOXICITY (1 CP)
Gorgon
Use this Stratagem at the start of the Fight phase. Choose a GORGON unit from your army that has the toxin sacs biomorph. For the duration of the phase, the toxin sacs biomorph causes 1 additional damage on wound rolls of 5+ (rather than 6+) for attacks made by that unit.
THE ENEMY BELOW (1 CP)
Jormungandr
Use this Stratagem when you set up a JORMUNGANDR INFANTRY unit during deployment. It is set up within tunnels bored before battle. Whenever you set up a unit of RAVENERS, a MAWLOC, TRYGON or a TRYGON PRIME at the end of your Movement phase (a burrowing unit), you can also set up any number of units you set up within the tunnels. Set up the unit wholly within 3" of the burrowing unit and more than 9" from any enemy units. Any models you cannot set up in this way when you do so are destroyed.
OPPORTUNISTIC ADVANCE (1 CP)
Kraken
Use this Stratagem in your Movement phase when you roll the dice for an Advancing KRAKEN unit (other than a unit that can FLY). You can double the number you roll and add that total to their Move characteristic for that Movement phase, rather than following the normal rules for Advancing.
THE DEEPEST SHADOW (1 CP)
Kronos
Use this Stratagem when an enemy PSYKER attempts to manifest a psychic power within 24" of a KRONOS unit from your army. Your opponent can only roll a single dice for the Psychic test.
WAR ON ALL FRONTS (1 CP)
Leviathan
Use this Stratagem in the Fight phase. Select an enemy unit that is within 1" of at least one LEVIATHAN unit from your army that can FLY and at least one that cannot. You can re-roll hit and wound rolls of 1 in this phase for attacks for LEVIATHAN units that target that enemy unit.

Warlord Traits: Everyone

Inspiring Leader
Friendly units within 6" of this Warlord can add 1 to their Leadership characteristic.
Legendary Fighter
If this Warlord charges in the Charge phase, add 1 to their Attacks characteristic until the end of the ensuing Fight phase.
Tenacious Survivor
Roll a dice each time this Warlord loses a wound. On a 6, the Warlord shrugs off the damage and does not lose the wound.

Warlord Traits: Orks

'ARD AS NAILS
Add 1 to your Warlord's Toughness characteristic.
BIGKILLA BOSS
Add 1 to wound rolls for your Warlord's attacks that target a VEHICLE or MONSTER unit.
BRUTAL BUT KUNNIN'
You can re-roll hit rolls in the Fight phase for attacks made by your Warlord. In addition, add 1 to the Damage characteristic of your Warlord's melee weapons if, in the same turn, they finished a charge move, were charged, or performed a Heroic Intervention.
FOLLOW ME, LADZ!
Your Warlord gains the Waaagh! and Breakin' Heads abilities (pg 85). If your Warlord already has the Waaagh! and Breakin' Heads abilities, the range of each ability is increased by 3". In addition, if your army is Battle-forged, you receive an additional 1 Command Point.
KUNNIN' BUT BRUTAL
At the start of the first battle round but before the first turn begins, you can remove your Warlord and up to D3 friendly <CLAN> units from the battlefield and set them up again as described in the Deployment section of the mission you are playing (if you pick a TRANSPORT, units embarked inside it remain so when it is removed and set up again).
MIGHT IS RIGHT
Add 1 to your Warlord's Strength and Attacks characteristics.
DA BEST ARMOUR TEEF CAN BUY
BAD MOONS
Your Warlord has a 4+ invulnerable save.
I'VE GOT A PLAN, LADZ!
BLOOD AXES
If your Warlord is on the battlefield, roll a dice for each Command Point you spend when using Stratagems. On a 6+ that Command Point is immediately refunded.
OPPORTUNIST
DEATHSKULLS
Re-roll wound rolls of 1 for attacks made by your Warlord that target enemy VEHICLE units. In addition, in the Shooting phase, this Warlord can target enemy CHARACTER units within 18" even if they are not the closest enemy unit.
SPEED FREEK
EVIL SUNZ
Your Warlord and friendly EVIL SUNZ units within 6" of them can charge even if they Fell Back earlier in the turn.
KILLA REPUTATION
FREEBOOTERZ
Re-roll hit rolls of 1 for attacks made by friendly FREEBOOTERZ units in the Fight phase while they are within 6" of your Warlord.
PROPER KILLY
GOFFS
Add 1 to your Warlord's Attacks characteristic. In addition, improve the Armour Penetration characteristic of melee weapons this Warlord is equipped with by 1 during any turn in which they made a charge move, were charged, or performed a Heroic Intervention (e.g. AP -1 becomes AP -2).
SURLY AS A SQUIGGOTH
SNAKEBITES
You can re-roll Morale tests for friendly SNAKEBITE units while they are within 6" of your Warlord. In addition, friendly SNAKEBITE GRETCHIN units automatically pass Morale tests while they are within 12" of your Warlord.
BACK-SEAT DRIVER
Specialist - Blitz Brigade Warlord
While your Warlord is embarked within a BLITZ BRIGADE TRANSPORT, add 1" to that transport's Move characteristic. In addition, while your Warlord is embarked within it, that transport gains the 'Ere We Go ability.
DREAD MEK
Specialist - Dread Waaagh! Warlord
Model with the Big Mekaniak ability only. When your Warlord uses its Big Mekaniak ability to repair a DREAD WAAAGH! unit, add 1 to the number of wounds regained.
QUICK, LADZ!
Specialist - Kult Of Speed Warlord
Friendly KULT OF SPEED units within 12" of your Warlord in the Morale phase automatically pass Morale tests if they Advanced in the same turn.
GORK'S ONE
Specialist - Stompa Mob Warlord
Add 1 to hit rolls and wound rolls for attacks made by your Warlord in the Fight phase.
MORK'S ONE
Specialist - Stompa Mob Warlord
Add 1 to wound rolls for shooting attacks made by your Warlord.

Warlord Traits: Space Marines

CHAMPION OF HUMANITY
Add 1 to this Warlord's Attacks characteristic whilst there are any enemy CHARACTER units within 1" of them. When resolving an attack made with a melee weapon by this Warlord against a CHARACTER unit, add 1 to the hit roll and wound roll.
FEAR MADE MANIFEST
Subtract 1 from the Leadership characteristic of enemy units whilst they are within 6" of this Warlord.
THE IMPERIUM'S SWORD
When a charge roll is made for this Warlord, you can re-roll any or all of the dice. If, in the Charge phase, this Warlord makes a charge move or performs a Heroic Intervention, add 1 to their Strength and Attacks characteristics in the following Fight phase.
IRON RESOLVE
Add 1 to the Wounds characteristic of this Warlord. When this Warlord would lose a wound, roll one D6; on a 6, that wound is not lost.
RITES OF WAR
This Warlord has the Defenders of Humanity ability. When a Morale test is taken for a friendly <CHAPTER> unit within 6" of this Warlord, do not roll the dice; it is automatically passed.
STORM OF FIRE
When resolving an attack made with a ranged weapon by a friendly <CHAPTER> unit within 6" of this Warlord, on an unmodified hit roll of 6 the Armour Penetration characteristic of that attack is improved by 1 (e.g. AP 0 become AP -1).
ANVIL OF STRENGTH
Salamanders & Successors Warlord
Add 2 to the Strength characteristic of this Warlord.
FORGE MASTER
Salamanders & Successors Warlord
Add 2 to the Toughness characteristic of this Warlord.
LORD OF FIRE
Salamanders & Successors Warlord
You can re-roll the dice to determine the number of attacks made with flame weapons (see Codex: Space Marines) by friendly SALAMANDERS models whilst their unit is within 6" of this Warlord.
MIRACULOUS CONSTITUTION
Salamanders & Successors Warlord
When this Warlord would lose a wound, roll one D6; on a 6, that wound is not lost. In addition, at the start of your Movement phase, this Warlord regains 1 lost wound.
NEVER GIVE UP
Salamanders & Successors Warlord
At the start of the battle round, you can select one friendly SALAMANDERS unit within 6" of this Warlord. Until the end of that battle round, that unit has the Defenders of Humanity ability.
PATIENT AND DETERMINED
Salamanders & Successors Warlord
Once per Shooting phase and/or once per Fight phase, when resolving an attack made by this Warlord, do not make a hit roll: it automatically scores a hit.
GREY SHIELD
Specialist - Indomitus Crusaders Warlord
Once per battle, at the start of your Movement phase, if your Warlord is on the battlefield, you can choose for Indomitus Crusader units in the same Detachment as your Warlord to gain an additional Chapter Tactic until the start of your next turn. Pick the additional Chapter Tactic from the following: Codex Discipline, Lightning Assault, Siege Masters, Righteous Zeal, Forged in Battle, Shadow Masters, The Flesh is Weak, No Matter the Odds (see Codex: Space Marines).
Until the start of your next turn, friendly INDOMITUS CRUSADERS gain the benefit of that Chapter Tactic in addition to any others they already have. They are considered to have the keyword of the Chapter that Chapter Tactic belongs to for the purposes of resolving that Chapter Tactic.
SINGULAR PRESENCE
Chapter Ancient Warlord
Friendly <CHAPTER> INFANTRY , <CHAPTER> BIKER and <CHAPTER> DREADNOUGHT units within 3" of this Warlord can perform Heroic Interventions as if they were CHARACTERS.
STEADFAST EXAMPLE
Chapter Ancient Warlord
Friendly <CHAPTER> INFANTRY units have the Defenders of Humanity ability whilst they are within 3" of this Warlord. If such a unit already has this ability, each model counts as one additional model when determining control of an objective marker.
MARTIAL EXEMPLAR
Chapter Champion Warlord
When a charge roll is made for a friendly <CHAPTER> unit within 6" of this Warlord, you can re-roll the roll.
MASTER DUELLIST
Chapter Champion Warlord
When resolving an attack made with a melee weapon by a model against this Warlord, on a hit roll of 1 roll one D6; on a 4+ that model's unit suffers 1 mortal wound after that unit has finished shooting or fighting.
FATHER OF THE FUTURE
Chief Apothecary Warlord
When a model in a friendly <CHAPTER> INFANTRY or <CHAPTER> BIKER unit would lose a wound whilst their unit is within 6" of this Warlord, roll one D6; on a 6, that wound is not lost. If that unit has the Flesh is Weak Chapter Tactic, that wound is not lost on a 5+ instead.
SELFLESS HEALER
Chief Apothecary Warlord
This Warlord can provide medical attention to up to two units instead of one, and a unit that was provided medical attention by this Warlord can be provided with medical attention for a second time in a turn by this Warlord. Note that this Warlord can do so even if it is recovering the gene-seed of a fallen warrior.
HIGH SCHOLAR OF THE LIBRARIUS
Chief Librarian Warlord
This Warlord can generate psychic powers from any discipline that they can know powers from (rather than generating psychic powers from only one discipline).
PSYCHIC MASTERY
Chief Librarian Warlord
When a Psychic test is taken for this Warlord for the first time in a phase, add 1 to the total.
BELLOWING FIREBRAND
Master Of Sanctity Warlord
Add 3" to the range of this Warlord's Spiritual Leader ability and all litanies recited by this Warlord.
WISE ORATOR
Master Of Sanctity Warlord
When you roll to determine if a litany recited by this Warlord is inspiring, you can re-roll the dice.
MASTER THE MACHINE
Master Of The Forge Warlord
When resolving an attack made by a friendly <CHAPTER> VEHICLE model within 6" of this Warlord, add 1 to the hit roll.
WARDEN OF THE ANCIENTS
Master Of The Forge Warlord
Add 1 to the Strength and Attacks characteristics of friendly <CHAPTER> DREADNOUGHT models whilst they are within 6" of this Warlord.

Warlord Traits: Space Wolves

DEEDS OF LEGEND RULES
Like other Warlord Traits, a Space Wolves saga grants a powerful advantage and is active on your Warlord at all times. However, unlike other Warlord Traits, from the end of a phase in which your Warlord performs a deed of legend, the saga also affects friendly Spaces Wolves units whilst they are within 6" of your Warlord. This effect lasts for the rest of the battle.
SAGA OF THE BEAR
Roll a dice each time a model affected by this saga loses a wound; on a 6, that model does not lose a wound. This saga has no effect on models with a similar ability (e.g. Bjorn the Fell-Handed's Legendary Tenacity ability).
Deed of Legend: Successfully pass a saving throw for your Warlord.
SAGA OF THE BEASTSLAYER
Add 1 to wound rolls for attacks made by a unit affected by this saga that target a Monster or Vehicle.
Deed of Legend: Slay an enemy Monster or Vehicle with your Warlord.
SAGA OF THE HUNTER
A unit affected by this saga in your Charge phase can charge even if it Advanced earlier in the turn.
Deed of Legend: Successfully charge an enemy unit with your Warlord.
SAGA OF MAJESTY
If a unit is affected by this saga, they automatically pass Morale tests. In addition, if your Warlord is a Character, increase the range of any aura abilities they have by 3" (e.g. the Great Wolf and Jarl of Fenris), excluding Explodes, Healing Balms, Battlesmith, this Warlord Trait, abilities of Relics of the Fang and effects of psychic powers.
Deed of Legend: Slay the enemy Warlord with your Warlord.
SAGA OF THE WARRIOR BORN
You can always choose for a unit affected by this saga in the Fight phase to fight first even if they didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
Deed of Legend: Slay an enemy Character with your Warlord.
SAGA OF THE WOLFKIN
If a unit is affected by this saga in the Fight phase, add 1 to the Attacks characteristic of all its models if it made a charge move, was charged, or performed a heroic intervention earlier in the same turn.
Deed of Legend: Slay a total of five models in the Fight phase with your Warlord (keep a tally from turn to turn).

Warlord Traits: Tyranids

ADAPTIVE BIOLOGY
From the end of the first phase in which this Warlord suffers any wounds, for the remainder of the battle when inflicting damage upon the Warlord, reduce the damage of the attack by 1 to a minimum of 1.
ALIEN CUNNING
At the start of the first battle round, but before the first turn begins, you can remove your Warlord from the battlefield and set them up again as described in the Deployment section of the mission you are playing. If both players have units that can do this, roll off. The player that wins the roll-off decides who sets up their unit(s) first.
HEIGHTENED SENSES
Your Warlord never suffers any penalties to their hit rolls (although they still only hit on rolls of 6 when firing Overwatch).
INSTINCTIVE KILLER
At the beginning of the battle but before the first turn begins, choose an enemy unit. You can re-roll failed hit rolls for the Warlord for attacks that target that unit or any unit that has the same datasheet (for example, all Intercessor Squads or all units of Nobz etc.).
MIND EATER
Each time the Warlord slays an enemy CHARACTER in the Fight phase, choose a friendly <HIVE FLEET> unit within 3". At the end of the phase, that unit can move (and Advance if you wish) as if it was your Movement phase.
SYNAPTIC LYNCHPIN
Add 6" to the range of the Warlord's Synapse ability.
MONSTROUS HUNGER
Behemoth Hive Fleet Only
Each time you make a wound roll of 6+ for the Warlord in the Fight phase, that attack inflicts 1 additional damage.
LETHAL MIASMA
Gorgon Hive Fleet Only
At the end of the Fight phase, roll a D6 for each enemy unit within 1" of the Warlord. On a 4+ that unit suffers a mortal wound.
ENDLESS REGENERATION
Hydra Hive Fleet Only
At the beginning of each of your turns, roll a dice for each wound that your Warlord has lost. For each roll of 6, your Warlord regains a wound lost earlier in the battle.
INSIDIOUS THREAT
Jormungandr Hive Fleet Only
Enemy units never gain any bonus to their saving throws for being in cover for attacks made by the Warlord or friendly JORMUNGANDR units within 3" of the Warlord.
ONE STEP AHEAD
Kraken Hive Fleet Only
In each Fight phase, you can pick one friendly KRAKEN unit within 6" of your Warlord. That unit can fight first in the Fight phase, even if it didn't charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
SOUL HUNGER
Kronos Hive Fleet Only
Whenever an enemy PSYKER fails a psychic test within 18" of your Warlord, they suffer D3 mortal wounds.
PERFECTLY ADAPTED
Leviathan Hive Fleet Only
Once per battle round, you can re-roll a single hit roll, wound roll, damage roll, Advance roll, charge roll or saving throw made for your Warlord.

Kustom Jobs

KUSTOM JOBS RULES
If your army includes one or more MEKBOY WORKSHOP units, you can give one of the following Kustom Jobs to an ORK unit from your army. In addition, you can take Kustom Jobs by using the Kustom Job Stratagem. All of the Kustom Jobs that you include must be different and be given to different units.
Note that some Kustom Jobs are weapons that replace one of the model's existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced. Write down any Kustom Jobs your models have on your army roster.
If a unit that has a Kustom Job is treated as a separate unit once they have been deployed (e.g. Speed Mob, Dread Mob), all of those units retain the Kustom Job.
BLITZA-GATLER
STOMPA only. The model's supa-gatler has a Damage characteristic of 2. In addition, when rolling for the weapon's Psycho-dakka-blasta ability, you can re-roll the D6 once per phase.
DA BOOMER
BATTLEWAGON , BONEBREAKA or GUNWAGON model with killkannon only. Da Boomer replaces a killkannon and has the following profile:
Weapon Range Type S AP D Abilities
Da Boomer 36 Heavy 2D6 8 -2 2
DIRTY GUBBINZ
KILLA KANS or DEFF DREADS unit only. When resolving an attack made with a ranged weapon against this unit, subtract 1 from the hit roll.
FORKTRESS
BATTLEWAGON , BONEBREAKA or GUNWAGON model only. The model has a Save characteristic of 3+ and a 5+ invulnerable save.
GOG KLAW
GORKANAUT or MORKANAUT model only. When rolling to determine the Damage characteristic of the crush profile of the bearer's klaw of gork (or possibly mork), rolls of less than 4 count as 4.
GORK'S ROAR
DEFFKILLA WARTRIKE model only. Add 4" to the Range characteristic of this model's killa jet and change the Type characteristic of its burna profile to Assault 6.
GYROSCOPIC WHIRLIGIG
SHOKKJUMP DRAGSTA unit only. You can use this unit's Shokk Tunnel ability when Advancing, even if you did not roll a 4+. In addition, this unit does not suffer any mortal wounds as a result of the Shokk Tunnel ability.
KORKSCREW
MEGATRAKK SCRAPJET unit only. The first time this unit finishes a consolidation move in each Fight phase, it can immediately fight again.
NITRO-POWERED SQUIGS
RUKKATRUKK SQUIGBUGGY unit only. When resolving an attack made by this unit's squig launcha or heavy squig launcha, add 1 to the wound roll.
ORKYMATIC PISTONS
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Add 3" to the unit's Move characteristic. You can re-roll Advance rolls made for the unit.
PINCHA
Model with grabbin' klaw only. Pincha replaces the model's grabbin' klaw and has the following profile:
Weapon Range Type S AP D Abilities
Pincha Melee Melee +1 -3 D6 Each time the bearer fights, it can only make a single attack with this weapon. When resolving an attack made with this weapon, add 3 to the hit roll if the target is a VEHICLE or MONSTER.
RED ROLLA
BONEBREAKA model only. Replace the model's Bonebreaka Ram ability with the following: 'Red Rolla: When this model makes a charge move, add 6 to its Attacks characteristic until the end of the turn.'
SIZZLY RIVETS
KUSTOM BOOSTA BLASTA unit only. When resolving an attack made with a rivet kannon by a model in this unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.
SLUG GUBBIN
GORKANAUT model only. Slug gubbin replaces the model's deffstorm mega-shoota and has the following profile:
Weapon Range Type S AP D Abilities
Slug Gubbin 36 Heavy 24 6 -1 1 When resolving an attack made with this weapon, if the target was within 12" when the bearer was chosen to shoot with, add 1 to the hit roll.
SOUPED-UP SPESHUL
BOOMDAKKA SNAZZWAGON unit only. Souped-up Speshul replaces the unit's mek speshul and has the following profile:
Weapon Range Type S AP D Abilities
Souped-up Speshul 30 Assault 15 4 -1 1
SPARKLY BITZ
KILLA KANS, DEFF DREADS, MORKANAUT or GORKANAUT unit only. Improve the unit's Ballistic Skill characteristic by 1 (e.g. a Ballistic Skill characteristic of 5+ becomes 4+).
SQUIG-HIDE TYRES
SPEED FREEKS (excluding named characters and units that can FLY), BATTLEWAGON , GUNWAGON ,BONEBREAKA or TRUKK unit only. Add 2" to the unit's Move characteristic.
ZAGZAP
BATTLEWAGON , BONEBREAKA or GUNWAGON model with zzap gun only. Zagzap replaces a zzap gun and has the following profile:
Weapon Range Type S AP D Abilities
Zagzap 36 Heavy 1 2D6 -3 3 When resolving an attack made with this weapon, do not make a hit roll; it automatically scores a hit. Before firing this weapon, roll to determine the Strength of the shot. If the result is 9+, do not make a wound roll. Inflict 3 mortal wounds on the target and the attack sequence ends.

Litanies Of Battle

CANTICLE OF HATE
If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6" of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit's charge roll or increases the distance it can pile in or consolidate.
CATECHISM OF FIRE
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.
EXHORTATION OF RAGE
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
LITANY OF FAITH
If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power or the Flesh is Weak Chapter Tactic).
MANTRA OF STRENGTH
If this litany is inspiring, add 1 to this model's Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.
RECITATION OF FOCUS
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.
FORTRESS OF RESOLVE
Imperial Fists Chapter Litany
If this litany is inspiring, then when resolving an Overwatch attack made by a model in a friendly IMPERIAL FISTS unit within 6" of this model, a hit roll of 5 or 6 scores a hit.
MEDUSAN FURORE
Iron Hands Chapter Litany
If this litany is inspiring, add 1 to the Strength characteristic of models in friendly IRON HANDS units whilst their unit is within 6" of this model.
SWIFT AS THE RAVEN
Raven Guard Chapter Litany
If this litany is inspiring, select one friendly RAVEN GUARD unit within 6" of this model. That unit can shoot in a turn in which it Fell Back. If that unit can FLY, it can charge in a turn in which it Fell Back.
SELFLESS SAVIOURS
Salamanders Chapter Litany
If this litany is inspiring, friendly SALAMANDERS units within 6" of this model can perform Heroic Interventions as if they were a CHARACTER.
MARCH FOR MACRAGGE
Ultramarines Chapter Litany
If this litany is inspiring, then when an Advance roll or Charge roll is made for a friendly ULTRAMARINES unit within 6" of this model, you can re-roll any or all dice rolls of 1.
STRIKE OFF THE HEAD
White Scars Chapter Litany
If this litany is inspiring, then when resolving an attack made with a melee weapon by a model in a friendly WHITE SCARS unit within 6" of this model, you can re-roll the wound roll.

Litanies Of Battle

CANTICLE OF HATE
If this litany is inspiring, add 2 to charge rolls made for friendly <CHAPTER> units whilst they are within 6" of this model. In addition, when a friendly <CHAPTER> unit makes a pile-in or consolidate move within 6" of this model, models in that unit can move up to an additional 3". This is not cumulative with any other ability that adds to a unit's charge roll or increases the distance it can pile in or consolidate.
CATECHISM OF FIRE
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit against the closest visible enemy unit to that model, add 1 to the wound roll.
EXHORTATION OF RAGE
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit, on an unmodified hit roll of 6 you can make one additional attack against the same unit using the same weapon. This additional attack cannot generate another attack.
LITANY OF FAITH
If this litany is inspiring, then when a model in a friendly <CHAPTER> unit within 6" of this model would lose a wound as a result of a mortal wound, roll one D6; on a 5+ that wound is not lost. This is not cumulative with any similar rules (e.g. the Psychic Fortress psychic power or the Flesh is Weak Chapter Tactic).
MANTRA OF STRENGTH
If this litany is inspiring, add 1 to this model's Attacks and Strength characteristics and add 1 to the Damage characteristic of melee weapons this model is equipped with.
RECITATION OF FOCUS
If this litany is inspiring, select one friendly <CHAPTER> unit within 6" of this model. When resolving an attack made with a ranged weapon by a model in that unit, add 1 to the hit roll.
TALE OF THE WOLF KING AND THE LORD OF THE DEEPS
Space Wolves Chapter Litany
If this litany is inspiring, select one friendly SPACE WOLVES unit within 6" of this model. When resolving an attack made with a melee weapon by a model in that unit against a MONSTER or VEHICLE unit, add 1 to the Damage characteristic of that weapon for that attack.

Adaptive Physiology

ADAPTIVE PHYSIOLOGY RULES
If a Tyranids CHARACTER is your Warlord, rather than determining a Warlord Trait for that model, you can instead select an Adaptive Physiology for one Tyranids unit from your army. Named characters cannot be given an Adaptive Physiology.
ABHORRENT PHEREMONES
Infantry Unit Only
Subtract 2 from the Leadership characteristic of models in enemy units whilst their unit is within 1" of this unit.
ADRENAL WEBS
Infantry Unit Only
When this unit consolidates, it can move up to 2D6" instead of 3".
DYNAMIC CAMOUFLAGE
Infantry Unit Only
When resolving an attack made with a ranged weapon against a model from this unit that is receiving the benefit of cover, add 2 to the saving throw instead of 1.
ENHANCED RESISTANCE
Infantry Unit Only
When resolving an attack made against this unit with a weapon that has an Armour Penetration characteristic of -1 or -2, that weapon has an Armour Penetration characteristic of 0 for that attack.
UNNATURAL REACTIONS
Infantry Unit Only
This unit can perform Heroic Interventions as if it were a CHARACTER. In addition, this unit can perform a Heroic Intervention if there are any enemy units within 6" of them instead of 3", and when doing so can move up to 6" instead of 3".
ACCELERATED DIGESTION
Monster Unit Only
In the Fight phase, when an enemy model is destroyed as a result of an attack made by this model, this model regains up to 1 lost wound. No more than 3 lost wounds can be regained as a result of this rule in any one turn.
DERMIC SYMBIOSIS
Monster Unit Only
This model has a 5+ invulnerable save. In addition, if this model has a damage table it is considered to have double the number of wounds remaining for the purposes of determining what row to use on that damage table.
MURDEROUS SIZE
Monster Unit Only
Before the battle, select one melee weapon that this model is equipped with. Until the end of the battle, add 1 to the Strength and Damage characteristics of that weapon, and improve the Armour Penetration characteristic of that weapon by 1(e.g. AP 0 becomes AP -1).
SYNAPTIC ENHANCEMENT
Monster Unit Only
This model gains the Shadow in the Warp and Synapse abilities, and gains the SYNAPSE keyword.
VORACIOUS AMMUNITION
Monster Unit Only
At the end of your Shooting phase, select one enemy unit that had one or more models destroyed this phase as a result of an attack made by this model. That unit suffers D3 mortal wounds.

Biomorphs

ADRENAL GLANDS
If a unit has adrenal glands, add 1" to the distance it can move when it Advances or charges.
TOXIN SACS
Any wound rolls of 6+ in the Fight phase for a model with toxin sacs cause 1 additional damage.

Rules

Matched Play Rules

BATTLE BROTHERS
All of the units in each Detachment in your Battle-forged army must have at least one Faction keyword in common. In addition, this keyword cannot be CHAOS, IMPERIUM, AELDARI, YNNARI or TYRANIDS, unless the Detachment in question is a Fortification Network. This has no effect on your army Faction.
BOOTS ON THE GROUND
When determining which player controls an objective marker, exclude all units that have the Flyer Battlefield Role - these units can never control objective markers.
PSYCHIC FOCUS
With the exception of Smite, each psychic power can be attempted only once per turn, rather than once per psyker per turn. In addition, unless the psyker attempting to manifest Smite has either the Brotherhood of Psykers (see Codex: Grey Knights) or the Brotherhood of Sorcerers ability (see Codex: Thousand Sons), you must add 1 to the warp charge value of Smite for each attempt (whether successful or not) that has been made to manifest Smite during that Psychic phase, to a maximum warp charge value of 11.
For example, if an ORK psyker attempts to manifest Smite during a Psychic phase in which two other psykers have already attempted to manifest Smite, then the warp charge value of Smite is 7 for that attempt (note that if the psyker's psychic test is more than 10, it still inflicts D6 mortal wounds instead of D3 as normal).
REINFORCEMENT POINTS
Sometimes a psychic power or ability will allow you to add units to your army, or replace units that have been destroyed. One of the most common examples of such an ability might allow you to summon a unit of DAEMONS to the battlefield. In a matched play game, you must set aside some of your points in order to use these units. The points you set aside are called your reinforcement points, and need to be recorded on your army roster.
Each time a unit is added to an army during battle, you must first subtract the number of points the unit would cost from your pool of reinforcement points. If there are not enough points in the pool to pay for the unit, you must either decrease the size of the unit (down to the minimum unit size) or the number of upgrades until you have enough points for it, or decide not to use it after all. If you decide not to use the unit, then the ability or psychic power that allowed you to take it in the first place is still considered to have been used, even though no unit actually arrived.
STRATEGIC DISCIPLINE
The same Stratagem cannot be used by the same player more than once during any single phase. This does not affect Stratagems that are not used during a phase, such as those used 'before the battle begins' or 'at the end of a battle round'.
TACTICAL RESERVES
Instead of being set up on the battlefield during deployment, many units have the ability to be set up on teleportariums, in high orbit, in ambush, etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined points value of all the units you set up on the battlefield during deployment (including those that are embarked aboard Transports that are set up on the battlefield) must be at least half of your army's total points value, even if every unit in your army has an ability that would allow them to be set up elsewhere.
Furthermore, in matched play games, units that are not placed on the battlefield during deployment in order to arrive on the battle mid-game as reinforcements cannot arrive on the battlefield during the first battle round.
Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.
TACTICAL RESTRAINT
There are several Warlord Traits, Relics, psychic powers and abilities that give you a chance to gain or refund Command Points. Each player can only gain or have refunded a total of 1 Command Point per battle round as the result of such rules, regardless of the source, and Command Points that are spent on Stratagems that are not used during a battle round, such as those that are used 'before the battle', can never be refunded.
The limit of gaining or refunding 1 Command Point per battle round does not apply to the Moment Shackle or the Seven-fold Chant abilities, or to or the Player of the Twilight Warlord Trait - in these cases, the ability/Warlord Trait can refund or gain the player more than 1 Command Point if the Stratagem used cost 2 or more Command Points to use, but once any Command Points have been gained as a result of the rule, neither it, nor any similar rule, can be used to gain any more Command Points until the next battle round. Also note that this does not apply to Command Points that are gained or refunded as specifically instructed on Stratagems (e.g. Feeder Tendrils and Agents of Vect).
TARGETING CHARACTERS
An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model. This means that if any other enemy units (excluding other CHARACTERS with a Wounds characteristic of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
UNDERSTRENGTH SUPPORT
Understrength units can only be included in Auxiliary Support Detachments.

Picking An Army

This is the only official way to pick a matched-play army:

Picking A Battle-Forged Army
All units must be organised into detachments.
Within each detachment, all units must share at least one faction keyword that is not Imperium, Chaos, Aeldari, Ynnari or Tyranids.
All units across the entire army must share at least one faction keyword.
Battle-forged armies gain access to bonus rules for battle-forged armies, such as Chapter Tactics.
Battle-forged armies gain access to command points and stratagems, and get 3 free command points in addition to those gained from detachments.
Battle-forged armies gain access to specialist detachments.

Detachments

Name HQ Troops Elites F. Attack H. Sup Flyers Trans L.O.W. Fort CPs Res.
Patrol 1-2 1-3 0-2 0-2 0-2 0-2 1 per 0 0 0
Battalion 2-3 3-6 0-6 0-3 0-3 0-2 1 per 0 0 5
Brigade 3-5 6-12 3-8 3-5 3-5 0-2 1 per 0 0 12
Vanguard 1-2 0-3 3-6 0-2 0-2 0-2 1 per 0 0 1
Spearhead 1-2 0-3 0-2 0-2 3-6 0-2 1 per 0 0 1
Outrider 1-2 0-3 0-2 3-6 0-2 0-2 1 per 0 0 1
Supreme Command 3-5 0 0-1 0 0 0 1 per 0-1 0 1
Super Heavy 0 0 0 0 0 0 0 3-5 0 3
Air Wing 0 0 0 0 0 3-5 0 0 0 3
Super Heavy Aux. 0 0 0 0 0 0 0 1 0 0
Fortification Network 0 0 0 0 0 0 0 0 1-3 0
Aux. Support 0-1 0-1 0-1 0-1 0-1 0-1 0-1 0 0 -1 for each Can only include a single unit.

Any detachment from your army can be upgraded to a specialist detachment (except Auxilliary Support Detachments), as long as your army is battle-forged.

The information in the following table is used for tournaments to try and stop players from creating very repetitive armies. It's up to us if we want to use it or not.

POINTS LIMIT NUMBER OF DETACHMENTS NUMBER OF TIMES EACH DATASHEET CAN BE INCLUDED * BATTLEFIELD SIZE GAME LENGTH
Up to 1,000 Up to 2 per army Up to 2 per army 4' x 4' Up to 2 hours
1,001-2,000 Up to 3 per army Up to 3 per army 6' x 4' 2 to 3 hours
2,001-3,000 Up to 4 per army Up to 4 per army 8' x 4' 3 or more hours

* = This does not apply to units with the Troops or Dedicated Transport Battlefield Role, nor does it apply to any units that are added to your army during the battle that cost reinforcement points.

Our House Rules

Cover
If a unit would usually get cover from being on a piece of area terrain, they will get cover just from being behind it, as long as every model in that unit is behind the area terrain from the perspective of the firing unit.

 

In addition to only being able to pick battle-forged armies, we could also have the following two options available to us, so we can potentially use more of our models:
Picking A Desperate Allies Army
All units must be organised into detachments.
Within each detachment, all units must share at least one faction keyword that is not Imperium, Chaos, Aeldari, Ynnari or Tyranids.
Desperate allies are classed as being battle-forged in regards to special rules, such as Chapter Tactics.
Desperate allies do not gain access to command points, stratagems, warlord traits, relics or specialist detachments. Note that a warlord must still be nominated if playing with any mission special rules that rely on having a warlord.
Picking A Cheesy Army
Units do not have to be organised into detachments.
Units do not have to share any faction keywords.
Cheesy armies do not gain access to any of the bonus rules relevant to battle-forged armies, such as Chapter Tactics.
Cheesy armies do not gain access to command points, stratagems, warlord traits, relics or specialist detachments. Note that a warlord must still be nominated if playing with any mission special rules that rely on having a warlord.
(Option) If you pick a cheesy army and your opponent picks a battle-forged army then they receive a bonus +3 command points.

Deployment Maps

1. Spearhead Assault

2. Dawn Of War

3. Search And Destroy

4. Hammer And Anvil

5. Frontline Assault

6. Vanguard Strike

Terrain

BARRICADES
When a model targets an enemy INFANTRY unit that has all of its models within 1" of a barricade, the target unit receives the benefit of cover if the shooting model is closer to the barricade than it is to the target and the target is at least partially obscured from the point of view of the shooting model. When a unit charges a unit on the opposite side of a barricade, the charge is successful if the charging unit can end the move within 2" of the target unit instead of 1". In the Fight phase, units on opposite sides of a barricade can be chosen to fight with and can make their attacks if there is an enemy unit within 2" instead of 1".
CRATERS
INFANTRY units that are entirely within any craters receive the benefit of cover.
Models are slowed when charging across craters. If, when a unit charges, one or more of its models would move across any craters, you must subtract 2" from the unit's charge distance.
OBSTACLES
There are two kinds of obstacles: tank traps, which are obstacles to VEHICLES and MONSTERS, and tanglewire, which is an obstacle to everything else. Units are slowed when they attempt to move over obstacles. If, when a unit Advances or charges, one or more of its models move over an obstacle, you must halve the unit's advance or charge distance, as appropriate (rounding up). TITANIC models are not slowed by obstacles.
RUINS
Only INFANTRY, BEASTS, SWARMS and units that can FLY can be set up or end their move on the upper floors of ruins (any unit can do so on the ground floor). INFANTRY models are assumed to be able to scale walls and traverse through windows, doors and portals readily. These models can therefore move through the floors and walls of a ruin without further impediment.
INFANTRY units that are entirely on or within a ruin receive the benefit of cover. Other units that are entirely on or within a ruin only receive the benefit of cover if at least 50% of every model is obscured from the point of view of the shooting model.
ROCKS
There are currently no rules for rocks. We could use the Sealed Structure rules for large individual rocks, and crater rules for bases full of smaller rocks.
SEALED STRUCTURE (I think these are used for old abandoned bunkers and the like)
When a model targets an enemy INFANTRY unit that has all of its models within 3" of a Sealed Structure, the target unit receives the benefit of cover if the shooting model is closer to the Sealed Structure than it is to the target and the target is at least partially obscured from the point of view of the shooting model.
Units do not receive the benefit of cover when they are on top of a Sealed Structure - their position is too exposed.
Only INFANTRY, BEASTS, SWARMS and units that can FLY can be set up or end their move on top of a Sealed Structure, and no unit can move inside the ground floor.
SECTOR MECHANICUS (maybe use this rule for my oil refinery)
Sector Mechanicus structures follow all the rules for ruins with the following difference:
Unless they can FLY, INFANTRY, BEASTS and SWARMS must scale ladders, girders or walls to ascend or descend between the different levels of a Sector Mechanicus structure. INFANTRY are also assumed to be able to traverse around girders, buttresses and hanging chains, and so move through them without impediment.
WOODLAND
Every woodland terrain feature has a boundary. If your woodland is on a base, then the edge of its base is the boundary of that woodland. If your woodland consists of several Citadel Wood models that are set up such that the tip of each Citadel Wood model is touching the tip of a different Citadel Wood model, and the tips of all those models point inwards to form a ring, then that ring is the boundary of that woodland. In all other cases, discuss with your opponent what the boundary of that woodland is before the battle begins.
INFANTRY units that are wholly within the boundary of a woodland receive the benefit of cover. Other units that are wholly within the boundary of woodland only receive the benefit of cover if at least 50% of every model is obscured from the point of view of the shooting model.
Models are slowed when charging through woodland. If, when a unit charges, one or more of its models would move across any part of a woodland, you must subtract 2" from the unit's charge distance.