Concussive, Daemonbane, Force, I've Been Expecting You, Independent Character, Instant Death, Master-crafted, Psyk-out Grenades, Psyker (Mastery Level 2), Specialist Weapon, Spy Network, Stubborn, Unwieldy
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Inquisitor Coteaz | Infantry (Character) | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 2+ |
Name | Description |
---|---|
Psychic Powers (Coteaz) | Inquisitor Coteaz generates powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Bolt Pistol | 12" | 4 | 5 | Pistol |
Nemesis Daemon Hammer | - | x2 | 2 | Melee, Specialist Weapon, Concussive, Force, Unwieldy, Daemonbane |
Psyber Eagle | 24" | 4 | - | Assault D6 |
Bolt Pistol, Carapace Armour, Chainsword, Psyocculum (25pts)
Independent Character, Psyk-out Grenades, Psyocculum, Stubborn
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Ordo Hereticus Inquisitor | Infantry (Character) | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 4+ |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Bolt Pistol | 12" | 4 | 5 | Pistol |
Chainsword | - | User | - | Melee |
3x Jokaero Weaponsmith (105pts)
Heavy Bolter, Multilaser
Amphibious
Multi-melta
Mindlock
Multi-melta
Mindlock
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Jokaero Weaponsmith | Infantry | 1 | 3 | 2 | 3 | 1 | 3 | 1 | 8 | 5++ |
Servitor | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ |
Name | BS | Front | Side | Rear | HP | Type |
---|---|---|---|---|---|---|
Chimera | 3 | 12 | 10 | 10 | 3 | Vehicle (Tank, Transport) |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Heavy Bolter | 36" | 5 | 4 | Heavy 3 |
Heavy Flamer | Template | 5 | 4 | Assault 1 |
Lascannon | 48" | 9 | 2 | Heavy 1 |
Multi-melta | 24" | 8 | 1 | Heavy 1, Melta |
Multilaser | 36" | 6 | 6 | Heavy 3 |
Ideal Mission Commander, Ideal Mission Commander (Combined Arms Detachment), Objective Secured (Combined Arms Detachment), Objective Secured (Troops)
2x Servitor w/ Servo-arm (20pts)
Awaken the Machine, Blessings of the Omnissiah, Independent Character
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Enginseer | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 3+ |
Servitor | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ |
Name | Description |
---|---|
Carapace Armour | 4+ Sv |
Power Armour | 3+ Armour Sv |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast |
Krak Grenades | 8" | 6 | 4 | Assault 1 |
Laspistol | 12 | 3 | - | Pistol |
Power Axe | - | +1 | 2 | Melee, Unwieldy |
Servo-arm | - | x2 | 1 | Melee, Specialist Weapon, Unwieldy |
2x Multi-meltas (20pts), Knight Commander Pask (40pts), Lascannon (10pts)
2 - Old Grudges
Warlord, Warlord Trait: Astra Militarum, Warlord Trait: Old Grudges
2x Plasma Cannons (30pts), Heavy Bolter
2x Plasma Cannons (30pts), Heavy Bolter
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Knight Commander Pask | Tank, Heavy (Character) | - | 4 | - | - | - | - | - | - | - |
Name | BS | Front | Side | Rear | HP | Type |
---|---|---|---|---|---|---|
Leman Russ Executioner | 3 | 14 | 13 | 11 | 3 | Tank, Heavy |
Leman Russ Punisher | 4 | 14 | 13 | 11 | 3 | Tank, Heavy |
Name | Description |
---|---|
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. |
Smoke Launchers | Once per game, instead of shooting or moving Flat Out (or Running in the case of Walkers), a vehicle with smoke launchers can trigger them. Place some cotton wool or some other appropriate counter next to the vehicle to show it is obscured. The vehicle may not fire any of its weapons in the same turn as it used smoke launchers, but counts as obscured in the next enemy Shooting phase, receiving a 5+ cover save. After the enemyfs Shooting phase, the smoke disperses with no further effect. Note that a vehicle may still use smoke launchers even if has suffered a Crew Shaken or Stunned result or it does not have any shooting weapons. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Executioner Plasma Cannon | 36 | 7 | 2 | Heavy 3, 3" Blast, Gets Hot! |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 |
Lascannon | 48 | 9 | 2 | Heavy 1 |
Multi-melta | 24 | 8 | 1 | Heavy 1, Melta |
Plasma Cannon | 36 | 7 | 2 | Heavy 1, 3" Blast, Gets Hot! |
Punisher Gatling Cannon | 24 | 5 | - | Heavy 20 |
Flak Armour for Squad, Forward Sentries (10pts), 6x Veteran w/ Lasgun, 3x Veteran w/ Plasma Gun (45pts)
Close Combat Weapon, Laspistol
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Veteran | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
Veteran Sergeant | Infantry (Character) | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ |
Name | Description |
---|---|
Camo Gear | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. |
Flak Armour | 5+ Sv |
Snare Mines | Enemy units that charge a unit with snare mines count as having made a disordered charge. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Close Combat Weapon | - | User | - | Melee |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast |
Lasgun | 24 | 3 | - | Rapid Fire |
Laspistol | 12 | 3 | - | Pistol |
Plasma Gun | 24 | 7 | 2 | Rapid Fire, Gets Hot! |
Grenadiers (15pts), 6x Veteran w/ Lasgun, 3x Veteran w/ Meltagun (30pts)
Close Combat Weapon, Laspistol
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Veteran (Grenadiers) | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ |
Veteran Sergeant | Infantry (Character) | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ |
Name | Description |
---|---|
Carapace Armour | 4+ Sv |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Close Combat Weapon | - | User | - | Melee |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast |
Lasgun | 24 | 3 | - | Rapid Fire |
Laspistol | 12 | 3 | - | Pistol |
Meltagun | 12 | 8 | 1 | Assault 1, Melta |
2x Twin-linked Lascannons
Grav Chute Insertion, Special Manoeuvres
Name | BS | Front | Side | Rear | HP | Type | Combat Role | Pursuit | Agility |
---|---|---|---|---|---|---|---|---|---|
Vendetta | 3 | 12 | 12 | 10 | 3 | Flyer, Hover, Transport | N/A | N/A | N/A |
Name | Description |
---|---|
Extra Armour | Count Crew Stunned results as Crew Shaken instead. |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Lascannon | 48 | 9 | 2 | Heavy 1 |
2x Twin-linked Lascannons
Grav Chute Insertion, Special Manoeuvres
Name | BS | Front | Side | Rear | HP | Type | Combat Role | Pursuit | Agility |
---|---|---|---|---|---|---|---|---|---|
Vendetta | 3 | 12 | 12 | 10 | 3 | Flyer, Hover, Transport | N/A | N/A | N/A |
Name | Description |
---|---|
Extra Armour | Count Crew Stunned results as Crew Shaken instead. |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Lascannon | 48 | 9 | 2 | Heavy 1 |
2x Twin-linked Lascannons
Grav Chute Insertion, Special Manoeuvres
Name | BS | Front | Side | Rear | HP | Type | Combat Role | Pursuit | Agility |
---|---|---|---|---|---|---|---|---|---|
Vendetta | 3 | 12 | 12 | 10 | 3 | Flyer, Hover, Transport | N/A | N/A | N/A |
Name | Description |
---|---|
Extra Armour | Count Crew Stunned results as Crew Shaken instead. |
Searchlight | Used when the Night Fighting rules are in effect. If a vehicle has a searchlight, it can, after firing all of its weapons, choose to illuminate its target with the searchlight. If it does so, it also illuminates itself. You may place markers next to the units, and next to the vehicle, to show it has used its searchlights this turn. Illumination lasts until the end of the following turn. Illuminated units gain no benefit from the Night Fighting special rule. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Lascannon | 48 | 9 | 2 | Heavy 1 |
Bio-meltdown, Fast Shot, Fearless, Feel No Pain, Fleshbane, Furious Charge, Independent Operative, Infiltrate, Lightning Reflexes, Melta, Move Through Cover, No Escape, Poisoned, Shred, Unwieldy
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Eversor Assassin | Infantry (Character) | 8 | 8 | 4 | 4 | 3 | 7 | 4 | 10 | 4++ |
Name | Description |
---|---|
Frenzon | An Eversor Assassin rolls 3D6 when determining his charge range, adding the results together. In addition, an Eversor Assassin receives 3 bonus Attacks in a turn in which he charged, rather than just 1. |
Sentinel Array | An Eversor Assassin fires Overwatch using his full Ballistic Skill. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Bolt Pistol | 12" | 4 | 5 | Pistol |
Melta Bomb | - | 8 | 1 | Armourbane, Unwieldy |
Needle pistol | 12" | 1 | - | Pistol, Poisoned (4+) |
Neuro-gauntlet | - | User | - | Melee, Fleshbane, Shred |
Power Sword | - | User | 3 | Melee |
Warp Siphon
Bane of Psykers, Fear, Fearless, Psychic Abomination
Boltgun
Psi-shock
Boltgun
Psi-shock
Boltgun
Psi-shock
Boltgun
Psi-shock
Boltgun
Psi-shock
Boltgun
Psi-shock
Boltgun
Psi-shock
Boltgun
Psi-shock
Boltgun
Psi-shock
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Sister of Silence | Infantry | 4 | 4 | 3 | 3 | 1 | 5 | 2 | 10 | 3+ |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Assault Grenades | 8" | 3 | - | Assault 1, Blast , Psi-shock |
Boltgun | 24 | 4 | 5 | Rapid Fire |
Close Combat Weapon | - | User | - | Melee |
Ideal Mission Commander: If this Detachment is chosen as your Primary Detachment, you can choose to re-roll the result on the Warlord Trait table.
Ideal Mission Commander (Combined Arms Detachment)
Objective Secured (Combined Arms Detachment)
Objective Secured (Troops): A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.
Amphibious
Awaken the Machine: May give a single friendly Astra Militarium vehicle within 12" Power of the Machine Spirit until end of turn.
Bane of Psykers: Models with the Bane of Psykers special rule gain the Precision Shots and Precision Strikes special rules when targeting an enemy unit containing at least one Psyker (i.e. a model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rule), and can re-roll all failed To Hit rolls when targeting these units.
Bio-meltdown: If an Eversor Assassin is ever reduced to zero Wounds, before removing the model as a casualty, each nearby unit (friend or foe) suffers a Strength 5 AP- hit for each model it has within D6" of the Eversor Assassin. After resolving any additional damage, remove the Eversor Assassin from play as a casualty.
Blessings of the Omnissiah: Instead of shooting, may repair a friendly vehicle embarked or in base contact. Need 5+, adding +1 for each Servitor with servo-arm in unit. Success restores hull point, or repairs destroyed weapon, or repairs Immobilised.
Concussive: A model that suffers one or more unsaved Wounds from a weapon with this special rule is reduced to Initiative 1 until the end of the following Assault phase.
Crack Shot:
Can re-roll armor penetration. Also bonuses for weapons:
* Battle Cannon, Vanquisher, Demolisher, Eradicator: re-roll To Hit
* Exterminator or Punisher: Rending
* Executioner: may fire 36" S7 AP2 Heavy 1, Large Blast, Blind, Gets Hot
Daemonbane: Any model with the Daemon or Psyker special rule that suffers one or more unsaved Wounds from a weapon with this special rule must take a Leadership test at the end of the Assault phase. If the test is passed, nothing happens. If the test is failed, the model is removed as a casualty.
Doctrine: Forward Sentries
Doctrine: Grenadiers: 4+ carapace armour
Fast Shot: Whenever an Eversor Assassin fires his executioner pistol, he does so 4 times. All of these shots must be at the same target, but can be any mixture of bolt pistol and needle pistol shots.
Fear: At the start of each Fight sub-phase, a unit in base contact with one or more enemy models that cause Fear must take a Leadership test (called a Fear test) before any blows are struck. If the test is passed, all is well and there is no effect. If the test is failed, the unit succumbs to fear ? all models in the unit have their Weapon Skill reduced to 1 for the remainder of that Fight sub-phase. Note that a model that causes Fear is not itself immune to Fear, and will still need to take a Fear test if it is base contact with any enemy models that cause Fear.
Fearless: Units containing one or more models with the Fearless special rule automatically pass Pinning, Fear, Regroup tests and Morale checks, but cannot Go to Ground and cannot choose to fail a Morale check due to the Our Weapons Are Useless rule. If a unit has Gone to Ground and then gains the Fearless special rule, all the effects of Go to Ground are immediately cancelled.
Feel No Pain:
When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being wounded (this is not a saving throw and so can be used against attacks that state that eno saves of any kind are allowedf, for example those inflicted by Perils of the Warp).
Feel No Pain saves may not be taken against Destroyer attacks or against unsaved Wounds that have the Instant Death special rule.
Roll a D6 each time an unsaved Wound is suffered. On a 4 or less, you must take the Wound as normal. On a 5+, the unsaved Wound is discounted ? treat it as having been saved.
If a unit has the Feel No Pain special rule with a number in brackets afterwards ?Feel No Pain (6+), for example ? then the number in brackets is the D6 result needed to discount the Wound.
Fleshbane:
If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.
Similarly, if a model makes a shooting attack with a weapon that has this special rule, they always Wound on a 2+.
In either case, this special rule has no effect against vehicles or buildings.
Force:
Any Psyker that has one or more weapons with this special rule knows the Force psychic power in addition to any other powers they know.
Force - Warp Charge 1
Force is a blessing psychic power that targets the Psyker and his unit. All of the targets' weapons that have the Force special rule gain the Instant Death special rule until the start of your next Psychic phase.
Furious Charge: In a turn in which a model with this special rule charges into combat, it adds +1 to its Strength characteristic until the end of the Assault phase. A model that has made a disordered charge that turn receives no benefit from Furious Charge.
Grav Chute Insertion: Passengers may disembark as if Deep Striking even after vehicle moves more than 6". Roll scatter from point under vehicle's movement. Scatter causes dangerous terrain test.
I've Been Expecting You: If an enemy unit arrives from reserves within 12" of Coteaz and within his line of sight, Coteaz and his unit can immediately make an out-of-sequence shooting attack against it. There is no limit on how many times the ability can be used in a turn.
Inconceivable Customisation:
When an Inquisitorial Henchmen Warband containing one or more Jokaero is deployed, roll a D6 on the following chart. Each time you roll, add + 1 to the result for each Jokaero in the unit beyond the first. All results apply for the duration of the game.
1 - No effect
2 - Non-template shooting weapons in the unit have +12" maximum range
3 - Models in the unit have +1 Armour Save
4 - All shooting weapons in the unit are Rending
5 - All models in the unit have a 5++ save
6 - Roll twice more on the table and apply both results. Ignore duplicate results (including further rolls of 6)
Independent Character
Independent Operative: A model with this special rule can never be joined by another character. If a model with this special rule is your armyfs Warlord, it never has a Warlord Trait.
Infiltrate:
Units that contain at least one model with this special rule are deployed last, after all other units (friend and foe) have been deployed. If both sides have Infiltrators, the players roll-off and the winner decides who goes first, then alternate deploying these units.
Infiltrators can be set up anywhere on the table that is more than 12" from any enemy unit, as long as no deployed enemy unit can draw line of sight to them. This includes in a building, as long as the building is more than 12" from any enemy unit. Alternatively, they can be set up anywhere on the table more than 18" from any enemy unit, even in plain sight.
If a unit with Infiltrate deploys inside a Dedicated Transport, they may Infiltrate along with their Transport.
A unit that deploys using these rules cannot charge in their first turn. Having Infiltrate also confers the Outflank special rule to units of Infiltrators that are kept as Reserves.
If a unit has both the Infiltrate and Scout special rule, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
Instant Death: If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
Jokaero Ingenuity: A Jokaero can have his digital weapons fire as one of the following weapons: lascannon, multi-melta or heavy flamer. Choose which when the weapon is fired. All Jokaero in the same unit must choose the same weapon.
Leman Russ Commander
Lightning Reflexes: A model with this special rule has a 4+ invulnerable save. In addition, they do not suffer the penalty to their Initiative for charging enemies through difficult terrain.
Master-crafted: Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
Melta:
Ranged weapons with this special rule roll an additional D6 when rolling to penetrate a vehiclefs armour at half range or less. If the weapon is more than half its maximum range away, it rolls to penetrate as normal.
If a weapon has both the Melta and Blast special rules, measure the distance to the centre of the blast marker after it has scattered. If this is half the weaponfs range or less, all hits caused by the blast marker roll an addition D6 when rolling to penetrate a vehiclefs armour. If the centre of the blast marker is more than half the weaponfs maximum range away after scatter, roll to penetrate as normal.
Mindlock: If a unit containing Servitors does not also include an Inquisitor (including Inquisitor Coteaz and Inquisitor Karamazov), it must roll a D6 at the start of each friendly turn. If the result is a 1, 2 or 3, the Servitors have succumbed to Mindlock ? the unit (including any characters) may not move (though they may fall back), shoot or assault that turn (though they will fight normally in close combat if already engaged).
Move Through Cover: A unit that contains at least one model with this special rule rolls an extra D6 when rolling to move through difficult terrain and is not slowed by charging through difficult terrain. In most circumstances, this will mean that, when moving, the unit rolls 3D6 and picks the highest roll. Furthermore, a model with the Move Through Cover special rule automatically passes Dangerous Terrain tests.
No Escape: Enemy characters suffer a -2 penalty to their Look Out, Sir tests against any Wounds inflicted by a model with this special rule.
Poisoned: If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat. Similarly, if a model makes a shooting attack with a weapon that has the Poisoned special rule, it always wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+). Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against vehicles.
Psi-shock: If a unit containing at least one model with the Psyker, Brotherhood of Psykers/Sorcerers or Psychic Pilot special rules is hit by a weapon with the Psi-shock special rule, one randomly determined Psyker model in that unit suffers Perils of the Warp in addition to any other damage.
Psychic Abomination:
All Psykers, friend or foe, within 12" of a model with this special rule have -3 Leadership, do not generate any Warp Charge (i.e. they do not add dice to their owning playerfs Warp Charge Pool in the Psychic phase) and only harness Warp Charge points on a roll of 6, even if the unit would otherwise harness Warp Charge on another result.
A unit that includes any models with this special rule can never be targeted or affected by psychic powers ? other units in the unitfs vicinity that are hit by beam or nova powers, or by witchfire powers that use templates, are hit/ affected normally. Any blessing or malediction psychic powers affecting a unit are immediately nullified if the unit moves within 12" of a model with this special rule or vice?versa.
The Psychic Abomination special rule does not apply whilst the unit with this special rule is embarked in a Transport or building.
Psyk-out Grenades: When a unit equipped with psyk-out grenades launches an assault, any models with the Daemon, Psyker, Psychic Pilot or Brotherhood of Psykers special rules in the assaulted unit( s) are reduced to Initiative 1 for the remainder of the phase.
Psyker (Mastery Level 2)
Psyocculum
Shred:
If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred special rule, it re-rolls failed To Wound rolls in close combat.
Similarly, if a model makes a shooting attack with a weapon that has the Shred special rule, it re-rolls its failed To Wound rolls.
Special Manoeuvres
Specialist Weapon: A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule.
Spy Network: Coteaz allows you to re-roll the dice to Seize the Initiative, or force your opponent to re-roll his.
Stubborn: When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, they ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, it uses the rules for Fearless instead.
Tank Orders: Full Throttle!
Tank Orders: Gunners, Kill on Sight!
Tank Orders: Strike and Shroud!
Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker.
Warlord
Warlord Trait: Astra Militarum:
1 Grand Strategist
2 Old Grudges
3 Draconian Disciplinarian
4 Implacable Determination
5 Bellowing Voice
6 Master of Command
Warlord Trait: Old Grudges
Warp Siphon: When generating Warp Charges at the start of each of their Psychic phases, your opponent adds one less dice to their Wapr Charge pool for each unit from this Formation after the first that is on the battlefield.
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