Frag Grenades, Krak Grenades, Laspistol, Power Armour, Power Axe, Servo-arm
Awaken the Machine, Blessings of the Omnissiah, Independent Character
5x Carapace Armour, 5x Servo-arm
Mindlock
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Enginseer | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 3+ | Codex: Astra Militarum p35 |
Servitor | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | Codex: Astra Militarum p35 |
Name | Description | Ref |
---|---|---|
Carapace Armour | 4+ Sv | Codex: Astra Militarum |
Power Armour | 3+ Armour Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Power Axe | - | +1 | 2 | Melee, Unwieldy | Warhammer 40k rulebook |
Servo-arm | - | x2 | 1 | Melee, Specialist Weapon, Unwieldy | Codex: Astra Militarum |
Frag Grenades, Krak Grenades, Laspistol, Power Armour, Power Axe, Servo-arm
Awaken the Machine, Blessings of the Omnissiah, Independent Character
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Enginseer | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 3+ | Codex: Astra Militarum p35 |
Name | Description | Ref |
---|---|---|
Power Armour | 3+ Armour Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Power Axe | - | +1 | 2 | Melee, Unwieldy | Warhammer 40k rulebook |
Servo-arm | - | x2 | 1 | Melee, Specialist Weapon, Unwieldy | Codex: Astra Militarum |
Frag Grenades, Krak Grenades, Laspistol, Power Armour, Power Axe, Servo-arm
Awaken the Machine, Blessings of the Omnissiah, Independent Character
3x Carapace Armour, 3x Servo-arm
Mindlock
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Enginseer | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 3+ | Codex: Astra Militarum p35 |
Servitor | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 8 | 4+ | Codex: Astra Militarum p35 |
Name | Description | Ref |
---|---|---|
Carapace Armour | 4+ Sv | Codex: Astra Militarum |
Power Armour | 3+ Armour Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Power Axe | - | +1 | 2 | Melee, Unwieldy | Warhammer 40k rulebook |
Servo-arm | - | x2 | 1 | Melee, Specialist Weapon, Unwieldy | Codex: Astra Militarum |
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol, Rosarius, War Hymns
Independent Character, War Hymns: The Emperor Protects, War Hymns: The Emperor's Strength, War Hymns: The Righteousness of the Emperor, Zealot
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Ministorum Priest | Infantry (Character) | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | 5+/4++ | Codex: Astra Militarum p34 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Rosarius | 4+ Invul Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol, Rosarius, War Hymns
Independent Character, War Hymns: The Emperor Protects, War Hymns: The Emperor's Strength, War Hymns: The Righteousness of the Emperor, Zealot
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Ministorum Priest | Infantry (Character) | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | 5+/4++ | Codex: Astra Militarum p34 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Rosarius | 4+ Invul Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol, Rosarius, War Hymns
Independent Character, War Hymns: The Emperor Protects, War Hymns: The Emperor's Strength, War Hymns: The Righteousness of the Emperor, Zealot
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Ministorum Priest | Infantry (Character) | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 7 | 5+/4++ | Codex: Astra Militarum p34 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Rosarius | 4+ Invul Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Flak Armour, Force Axe, Frag Grenades, Laspistol, Psyker Mastery Level 2 (25pts), Refractor Field
Independent Character, It's for Your Own Good, Psychic Discipline: Biomancy, Psychic Discipline: Daemonology, Psychic Discipline: Divination, Psychic Discipline: Pyromancy, Psychic Discipline: Telekinesis, Psyker (Mastery Level 2)
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Primaris Psyker | Infantry (Character) | 4 | 4 | 3 | 3 | 2 | 3 | 2 | 9 | 5+ |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Refractor Field | 5+ Invul Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Force Axe | - | +1 | 2 | Melee, Force, Unwieldy | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Flak Armour
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol, Melta Bombs (5pts), Orders, Refractor Field
Orders: Bring it Down!, Orders: Fire on my Target!, Orders: First Rank, FIRE! Second Rank, FIRE!, Orders: Forwards, for the Emperor!, Orders: Get Back in the Fight!, Orders: Move! Move! Move!, Orders: Smite at Will!, Orders: Suppressive Fire!, Orders: Take Aim!, Senior Officer, Voice of Command
Artillery Bombardment, Close Combat Weapon, Flak Armour, Frag Grenades
Artillery Bombardment
2x Frag Grenades T, Lascannon, Lasgun
2x Frag Grenades, 2x Meltagun
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Company Commander | Infantry (Character) | 4 | 4 | 3 | 3 | 3 | 3 | 3 | 9 | 5+/5++ | Codex: Astra Militarum p30 |
Master of Ordnance | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p31 |
Veteran | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p30 |
Veteran Weapons Team | Infantry | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p30 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Refractor Field | 5+ Invul Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Artillery Bombardment | Infinite | 9 | 3 | Ordnance 1, Barrage, 5" Blast | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Melta Bomb | - | 8 | 1 | Armourbane, Unwieldy | Warhammer 40k rulebook |
Meltagun | 12 | 8 | 1 | Assault 1, Melta | Codex: Astra Militarum |
Camo Netting (15pts), Lascannon (10pts), Relic Plating (3pts), Searchlight, Smoke Launchers, Turret-mounted Vanquisher Battle Cannon, Warlord
Adamantium Will, Warlord, Warlord Trait: Astra Militarum
Tank Orders
Crack Shot, Leman Russ Commander, Tank Orders: Full Throttle!, Tank Orders: Gunners, Kill on Sight!, Tank Orders: Strike and Shroud!, Warlord Trait: Old Grudges
Camo Netting (15pts), Lascannon (10pts), Searchlight, Smoke Launchers, Turret-mounted Vanquisher Battle Cannon
Camo Netting (15pts), Lascannon (10pts), Searchlight, Smoke Launchers, Turret-mounted Vanquisher Battle Cannon
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Knight Commander Pask | Tank, Heavy (Character) | - | 4 | - | - | - | - | - | - | - | Codex: Astra Militarum p59 |
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Leman Russ Vanquisher | 3 | 14 | 13 | 10 | 3 | Tank, Heavy | Codex: Astra Militarum p47 |
Leman Russ Vanquisher (Commander) | 4 | 14 | 13 | 10 | 3 | Tank, Heavy | Codex: Astra Militarum p47 |
Name | Description | Ref |
---|---|---|
Camo Netting | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. | Codex: Astra Militarum |
Relic Plating | Has Adamantium Will. | Codex: Astra Militarum |
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. | Warhammer 40k rulebook |
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. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Vanquisher Battle Cannon | 72 | 8 | 2 | Heavy 1, Armourbane | Codex: Astra Militarum |
Bolter, Close Combat Weapon, Flak Armour, Frag Grenades, Krak Grenades
Stubborn, Summary Execution
50x Flak Armour, 50x Frag Grenades, 50x Lasgun
Combined Squad
Bolter, Close Combat Weapon, Flak Armour, Frag Grenades, Krak Grenades
Stubborn, Summary Execution
9x Flak Armour, 9x Frag Grenades, 9x Lasgun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Combined Squad
9x Flak Armour, 9x Frag Grenades, 9x Lasgun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
4x Flak Armour, 4x Frag Grenades, 4x Lasgun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol, Orders
Orders: Bring it Down!, Orders: Fire on my Target!, Orders: First Rank, FIRE! Second Rank, FIRE!, Orders: Forwards, for the Emperor!, Orders: Get Back in the Fight!, Orders: Move! Move! Move!, Orders: Smite at Will!, Orders: Suppressive Fire!, Orders: Take Aim!, Voice of Command
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Commissar | Infantry (Character) | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 9 | 5+ | Codex: Astra Militarum p33 |
Conscript | Infantry | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 5 | 5+ | Codex: Astra Militarum p36 |
Guardsman | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p36 |
Platoon Commander | Infantry (Character) | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p36 |
Sergeant | Infantry (Character) | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p36 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Bolter | 24 | 4 | 5 | Rapid Fire | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
50x Flak Armour, 50x Frag Grenades, 50x Lasgun
Combined Squad
Bolt Pistol, Close Combat Weapon, Flak Armour, Frag Grenades, Krak Grenades
Stubborn, Summary Execution
9x Flak Armour, 9x Frag Grenades, 9x Lasgun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
Combined Squad
9x Flak Armour, 9x Frag Grenades, 9x Lasgun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol
4x Flak Armour, 4x Frag Grenades, 4x Lasgun
Close Combat Weapon, Flak Armour, Frag Grenades, Laspistol, Orders
Orders: Bring it Down!, Orders: Fire on my Target!, Orders: First Rank, FIRE! Second Rank, FIRE!, Orders: Forwards, for the Emperor!, Orders: Get Back in the Fight!, Orders: Move! Move! Move!, Orders: Smite at Will!, Orders: Suppressive Fire!, Orders: Take Aim!, Voice of Command
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Commissar | Infantry (Character) | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 9 | 5+ | Codex: Astra Militarum p33 |
Conscript | Infantry | 2 | 2 | 3 | 3 | 1 | 3 | 1 | 5 | 5+ | Codex: Astra Militarum p36 |
Guardsman | Infantry | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p36 |
Platoon Commander | Infantry (Character) | 4 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p36 |
Sergeant | Infantry (Character) | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p36 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Bolt Pistol | 12 | 4 | 5 | Pistol | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Laspistol | 12 | 3 | - | Pistol | Codex: Astra Militarum |
Flak Armour for Squad
Close Combat Weapon, Flak Armour, Frag Grenades, HoC: Payback, Krak Grenades
Relentless
2x Frag Grenades T, Heavy Bolter, Lasgun
7x Frag Grenades, 7x Lasgun
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Sergeant 'Stonetooth' Harker | Infantry (Character) | 4 | 4 | 4 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p38 |
Veteran | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p30 |
Veteran Weapons Team | Infantry | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p30 |
Name | Description | Ref |
---|---|---|
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Krak Grenades | 8" | 6 | 4 | Assault 1 | Warhammer 40k rulebook |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Payback | 36 | 5 | 4 | Heavy 3, Rending | Codex: Astra Militarum p38 |
Flak Armour for Squad
Camo Gear for Squad, Snare Mines for Squad
Doctrine: Forward Sentries
2x Frag Grenades T, Lascannon, Lasgun
Bolter (1pts), Close Combat Weapon, Frag Grenades
4x Frag Grenades, 4x Lasgun
3x Frag Grenades, 3x Plasma Gun
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Veteran | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p30 |
Veteran Sergeant | Infantry (Character) | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p38 |
Veteran Weapons Team | Infantry | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p30 |
Name | Description | Ref |
---|---|---|
Camo Gear | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. | Codex: Astra Militarum |
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Snare Mines | Enemy units that charge a unit with snare mines count as having made a disordered charge. | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Bolter | 24 | 4 | 5 | Rapid Fire | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Plasma Gun | 24 | 7 | 2 | Rapid Fire, Gets Hot! | Codex: Astra Militarum |
Flak Armour for Squad
Camo Gear for Squad, Snare Mines for Squad
Doctrine: Forward Sentries
2x Frag Grenades T, Lascannon, Lasgun
Bolter (1pts), Close Combat Weapon, Frag Grenades
4x Frag Grenades, 4x Lasgun
3x Frag Grenades, 3x Plasma Gun
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Veteran | Infantry | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ | Codex: Astra Militarum p30 |
Veteran Sergeant | Infantry (Character) | 3 | 4 | 3 | 3 | 1 | 3 | 2 | 8 | 5+ | Codex: Astra Militarum p38 |
Veteran Weapons Team | Infantry | 3 | 4 | 3 | 3 | 2 | 3 | 2 | 7 | 5+ | Codex: Astra Militarum p30 |
Name | Description | Ref |
---|---|---|
Camo Gear | +1 to Cover Sv. Note that this means it always has a cover save of at least 6+, even in the open. | Codex: Astra Militarum |
Flak Armour | 5+ Sv | Codex: Astra Militarum |
Snare Mines | Enemy units that charge a unit with snare mines count as having made a disordered charge. | Codex: Astra Militarum |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Bolter | 24 | 4 | 5 | Rapid Fire | Codex: Astra Militarum |
Close Combat Weapon | - | User | - | Melee | Warhammer 40k rulebook |
Frag Grenades | 8" | 3 | - | Assault 1, 3" Blast | Warhammer 40k rulebook |
Lascannon | 48 | 9 | 2 | Heavy 1 | Codex: Astra Militarum |
Lasgun | 24 | 3 | - | Rapid Fire | Codex: Astra Militarum |
Plasma Gun | 24 | 7 | 2 | Rapid Fire, Gets Hot! | Codex: Astra Militarum |
Earthshaker Cannon, Heavy Bolter, Searchlight, Smoke Launchers
Earthshaker Cannon, Heavy Bolter, Searchlight, Smoke Launchers
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Basilisk | 3 | 12 | 10 | 10 | 3 | Tank, Open-topped | Codex: Astra Militarum p50 |
Name | Description | Ref |
---|---|---|
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. | Warhammer 40k rulebook |
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. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Earthshaker Cannon | 36-240 | 9 | 3 | Ordnance 1, Barrage, 5" Blast | Codex: Astra Militarum |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Earthshaker Cannon, Heavy Bolter, Searchlight, Smoke Launchers
Earthshaker Cannon, Heavy Bolter, Searchlight, Smoke Launchers
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Basilisk | 3 | 12 | 10 | 10 | 3 | Tank, Open-topped | Codex: Astra Militarum p50 |
Name | Description | Ref |
---|---|---|
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. | Warhammer 40k rulebook |
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. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Earthshaker Cannon | 36-240 | 9 | 3 | Ordnance 1, Barrage, 5" Blast | Codex: Astra Militarum |
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Heavy Bolter, Searchlight, Smoke Launchers, 2x Twin-linked Stormshard Mortar
Heavy Bolter, Searchlight, Smoke Launchers, 2x Twin-linked Stormshard Mortar
Heavy Bolter, Searchlight, Smoke Launchers, 2x Twin-linked Stormshard Mortar
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Wyvern | 3 | 12 | 10 | 10 | 3 | Tank, Open-topped | Codex: Astra Militarum p51 |
Name | Description | Ref |
---|---|---|
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. | Warhammer 40k rulebook |
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. | Warhammer 40k rulebook |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Stormshard Mortar | 48 | 4 | 6 | Heavy 2, Barrage, 3" Blast, Ignores Cover, Shred | Codex: Astra Militarum p51 |
Searchlight, Smoke Launchers, Targeters (50pts), 2x Twin-linked Heavy Bolter, Volcano Cannon
Volcano Cannon Penetration
Name | BS | Front | Side | Rear | HP | Type | Ref |
---|---|---|---|---|---|---|---|
Shadowsword (Targeters) | 4 | 14 | 13 | 12 | 9 | Super-heavy Vehicle | 40k Apocalypse 2nd Ed |
Name | Description | Ref |
---|---|---|
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. | Warhammer 40k rulebook |
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. | Warhammer 40k rulebook |
Targeter | +1 BS | 40k Apocalypse 2nd Ed p100 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Heavy Bolter | 36 | 5 | 4 | Heavy 3 | Codex: Astra Militarum |
Volcano Cannon | 180 | D | 2 | Primary Weapon 1, 7" Blast, Destroyer Weapon | Imperial Armour Apocalypse 2013 p136 |
Conversion beamer (20pts), Frag, Krak and Psyk-out grenades, Power axe, Psyker [ML 1]
And They Shall Know No Fear, Banishment, Blessing of the Omnissiah, Bolster Defences, Hammerhand, HQ Battlefield Role (up to one Techmarine for each HQ choice), Independent Character, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, The Aegis
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Techmarine | Infantry (Character) | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 2+ | Codex: Grey Knights p65 |
Name | Description | Ref |
---|---|---|
Frag grenade (melee) | Fight at normal Initiative, despite charging through difficult terrain. | Wh40k: The Rules |
Psyk-out grenade (melee) | Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots. | Codex: Grey Knights p91 |
Name | Range | Strength | AP | Type | |
---|---|---|---|---|---|
Conversion Beamer - Long | 42"-72" | 10 | 1 | Heavy 1, Blast | |
Conversion Beamer - Medium | 18"-42" | 8 | 4 | Heavy 1, Blast | |
Conversion Beamer - Short | 0"-18" | 6 | - | Heavy 1, Blast | |
Frag grenade | 8" | 3 | - | Assault 1, Blast | Wh40k: The Rules |
Krak grenade | 8" | 6 | 4 | Assault 1 | Wh40k: The Rules |
Krak grenade (melee) | - | 6 | 4 | - | Wh40k: The Rules |
Power axe | - | +1 | 2 | Melee, Unwieldy | Wh40k: The Rules p179 |
Psyk-out grenade | 8" | 2 | - | Assault 1, Blast, Psi-shock | Codex: Grey Knights p91 |
Cuirass of Sacrifice (Replace TDA) (15pts), Frag, Krak and Psyk-out grenades, Iron Halo, Nemesis Daemon hammer (10pts), Psyker [ML 2], Storm bolter, Terminator Armour
And They Shall Know No Fear, Bulky, Daemonbane, Daemonology (Sanctic), Deep Strike, Divination, Independent Character, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, Pyromancy, Relentless, Telekinesis, Telepathy, Terminator Armour, The Aegis
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Grand Master | Infantry (Character) | 6 | 5 | 4 | 4 | 3 | 5 | 4 | 10 | 2+/4++ | Codex: Grey Knights p60 |
Name | Description | |
---|---|---|
Cuirass of Sacrifice | Terminator-armour with Feel No Pain and It Will Not Die. | |
Frag grenade (melee) | Fight at normal Initiative, despite charging through difficult terrain. | Wh40k: The Rules |
Psyk-out grenade (melee) | Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots. | Codex: Grey Knights p91 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Frag grenade | 8" | 3 | - | Assault 1, Blast | Wh40k: The Rules |
Krak grenade | 8" | 6 | 4 | Assault 1 | Wh40k: The Rules |
Krak grenade (melee) | - | 6 | 4 | - | Wh40k: The Rules |
Nemesis Daemon hammer | - | x2 | 2 | Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist Weapon | Codex: Grey Knights p87 |
Psyk-out grenade | 8" | 2 | - | Assault 1, Blast, Psi-shock | Codex: Grey Knights p91 |
Storm bolter | 24" | 4 | 5 | Assault 2 | Wh40k: The Rules p176 |
Brotherhood of Psykers [ML 1], Terminator Armour
And They Shall Know No Fear, Banishment, Bulky, Combat Squads, Deep Strike, Hammerhand, Preferred Enemy (Daemons), Purity of Spirit, Relentless, Terminator Armour, The Aegis
4x Nemesis force halberd (8pts), 4x Storm bolter
Daemonbane
Nemesis Daemon hammer (10pts), Storm bolter
Daemonbane
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Grey Knight Terminator | Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+/5++ | Codex: Grey Knights p67 |
Terminator Justicar | Infantry (Character) | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 2+/5++ | Codex: Grey Knights p67 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Nemesis Daemon hammer | - | x2 | 2 | Melee, Force, Concussive, Daemonbane, Unwieldy, Specialist Weapon | Codex: Grey Knights p87 |
Nemesis force halberd | - | +1 | 3 | Melee, Force, Daemonbane, Two-handed | Codex: Grey Knights p87 |
Storm bolter | 24" | 4 | 5 | Assault 2 | Wh40k: The Rules p176 |
Brotherhood of Psykers [ML 1], Frag, Krak and Psyk-out grenades
And They Shall Know No Fear, Banishment, Combat Squads, Hammerhand, Night Vision, Preferred Enemy (Daemons), Psi-shock, Purity of Spirit, The Aegis
4x Psycannon (60pts)
4x Nemesis force sword, 4x Storm bolter
Daemonbane
Nemesis force sword, Storm bolter
Daemonbane
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save | Ref |
---|---|---|---|---|---|---|---|---|---|---|---|
Purgator | Infantry | 4 | 4 | 4 | 4 | 1 | 4 | 1 | 8 | 3+ | Codex: Grey Knights p76 |
Purgator Justicar | Infantry (Character) | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 9 | 3+ | Codex: Grey Knights p76 |
Name | Description | Ref |
---|---|---|
Frag grenade (melee) | Fight at normal Initiative, despite charging through difficult terrain. | Wh40k: The Rules |
Psyk-out grenade (melee) | Works as Defensive Grenades against Psykers, Brotherhood of Psykers/Sorcerers and Psychic Pilots. | Codex: Grey Knights p91 |
Name | Range | Strength | AP | Type | Ref |
---|---|---|---|---|---|
Frag grenade | 8" | 3 | - | Assault 1, Blast | Wh40k: The Rules |
Krak grenade | 8" | 6 | 4 | Assault 1 | Wh40k: The Rules |
Krak grenade (melee) | - | 6 | 4 | - | Wh40k: The Rules |
Nemesis force sword | - | User | 3 | Melee, Force, Daemonbane | Codex: Grey Knights p87 |
Psycannon | 24" | 7 | 4 | Salvo 2/4, Rending | Codex: Grey Knights p89 |
Psyk-out grenade | 8" | 2 | - | Assault 1, Blast, Psi-shock | Codex: Grey Knights p91 |
Storm bolter | 24" | 4 | 5 | Assault 2 | Wh40k: The Rules p176 |
Bolt Pistol, Krak Grenades, Master Crafted Nemesis Force Daemonhammer, Psyber Eagle, Psychic Powers, Psyk-out Grenades
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, Force Sword, Frag and Krak Grenades, Power Armour (8pts), Psyk-out Grenades, Psyker (Mastery Level 1) (30pts), Psyocculum (25pts), 3x Servo Skulls (9pts)
Independent Character, Psyk-out Grenades, Psyocculum, Servo Skulls, Stubborn
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Ordo Hereticus Inquisitor (Power Armour) | Infantry (Character) | 4 | 4 | 3 | 3 | 3 | 4 | 3 | 10 | 3+ |
Name | Description |
---|---|
Psyker | May upgrade to a Psyker (Mastery Level 1), generating powers from the Daemonology (Sanctic), Divination, Pyromancy, Telekinesis and Telepathy disciplines |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Bolt Pistol | 12" | 4 | 5 | Pistol |
Force Sword | - | User | 3 | Melee, Force |
Blind Grenades, Close Combat Weapon, Exitus Pistol, Exitus Rifle, Spy Mask
Deadshot, Exitus Ammo, Fearless, Independent Operative, Infiltrate, Lightning Reflexes, Move Through Cover, No Escape, Stealth
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Vindicare Assassin | Infantry (Character) | 8 | 8 | 4 | 4 | 3 | 7 | 4 | 10 | 4++ |
Name | Description |
---|---|
Blind Grenades (Assault) | Enemy models do not gain additional attacks when charging, unless the Assassin was already locked in combat or has Gone to Ground. |
Spy Mask | All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Ignores Cover special rule. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Blind Grenades | 8" | 1 | - | Assault 1, Blast, Blind |
Exitus Pistol | 12" | X | 2 | Pistol, Sniper, Exitus Ammo |
Exitus Rifle | 72" | X | 2 | Heavy 1, Sniper, Exitus Ammo |
Animus Speculum, Etherium, Psyk-out Grenades
Absorbed Warp Charge, Fear, Fearless, Independent Operative, Infiltrate, Life Drain, Lightning Reflexes, Move Through Cover, No Escape, Preferred Enemy (Psykers), Psi-shock, Psychic Abomination
Name | Unit Type | WS | BS | S | T | W | I | A | Ld | Save |
---|---|---|---|---|---|---|---|---|---|---|
Culexus Assassin | Infantry (Character) | 8 | 8 | 4 | 4 | 3 | 7 | 4 | 10 | 4++ |
Name | Description |
---|---|
Etherium | Whenever enemy units target a Culexus Assassin with shooting or close combat attacks, the shots/attacks are always resolved as if the attacking unit had Ballistic Skill and Weapon Skill 1. |
Psyk-out Grenades (Assault) | Models that are Psykers do not gain bonus Attacks when charging a Culexus Assassin. However, if the Culexus Assassin is already locked in combat from a previous turn, or has gone to ground, its grenades have no effect and the attackers gain bonus Attacks as normal. |
Name | Range | Strength | AP | Type |
---|---|---|---|---|
Animus Speculum | 18" | 5 | 1 | Assault X, Absorbed Warp Charge |
Psyk-out Grenades | 8" | 2 | - | Assault 1, Blast, Psi-shock |
Ideal Mission Commander (Combined Arms Detachment): (Warhammer 40k rulebook)
Objective Secured (Combined Arms Detachment): (Warhammer 40k rulebook)
Absorbed Warp Charge: When firing an animus speculum, first add up the combined mastery levels of all Psyker units, friend or foe, that are within 12" of the Culexus Assassin, and pick up that many dice. You can then add up to 3 more dice to this hand by removing them from your own Warp Charge pool. The total number of dice in your hand is the number of shots the animus speculum now fires.
Adamantium Will: Model's unit gets +1 to Deny the Witch. (BRB 2014 p157)
And They Shall Know No Fear: (BRB 2014 p157)
Artillery Bombardment: The Master of Ordnance may make a shooting attack: Infinite Range, S9, AP3, Ordnance 1, Barrage, Large Blast. If scatter die rolls hit, scatter 2D6" anyway. scatter 3D6" if an arrow rolls. Reduce scatter by BS if within LoS. (Codex: Astra Militarum)
Awaken the Machine: May give a single friendly Astra Militarium vehicle within 12" Power of the Machine Spirit until end of turn. (Codex: Astra Militarum)
Banishment: Daemonology (Sanctic) Psychic Power
Blessing of the Omnissiah
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. (Codex: Astra Militarum)
Bolster Defences
Bulky: Counts as two models in Transport (BRB 2014 p159)
Combat Squads: Ten-man unit may permanently split into two five-man units just before rolling Warlord Traits. Both may embark upon same Transport. (Codex: Grey Knights)
Combined Squad: May combine Infantry Squads just before rolling for Warlord Traits. (Codex: Astra Militarum)
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. (BRB 2014)
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
(Codex: Astra Militarum p59)
Daemonbane: While Force is in effect, re-roll To Wound and Armour Penetration against models with Daemon rule. (Codex: Grey Knights)
Daemonology (Sanctic)
Deadshot: All successful To Hit rolls made by a Vindicare Assassin, excluding Snap Shots, have the Precision Shots special rule.
Deep Strike: (BRB 2014 p162)
Divination
Doctrine: Forward Sentries: (Codex: Astra Militarum p38)
Exitus Ammo:
Each time a Vindicare Assassin fires a weapon with this special rule, choose one of the three following types of ammunition and apply the chosen ammunitionfs rules to that shot:
? Shield-breaker: Invulnerable saves cannot be taken against Wounds, glancing hits, or penetrating hits from a shield-breaker round.
? Turbo-penetrator: Against vehicles, shots from a turbo-penetrator round count as Strength 10. Against all other targets, shots from a turbo-penetrator round inflict D3 Wounds, rather than just 1.
? Hellfire: Shots from a hellfire round always wound on a 2+
Fear
Fearless
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 targetsf weapons that have the Force special rule gain the Instant Death special rule until the start of your next Psychic phase.
(BRB 2014)
Hammerhand: Daemonology (Sanctic) Psychic Power
HQ Battlefield Role (up to one Techmarine for each HQ choice)
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.
Independent Character: (BRB 2014 p166)
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
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. (BRB 2014)
It's for Your Own Good: Commissar executes Pyskers who suffer Perils of the Warp (after resolving its effects). (Codex: Astra Militarum)
Leman Russ Commander: (Codex: Astra Militarum)
Life Drain: Armour saves cannot be taken against Wounds inflicted by a Culexus Assassinfs close combat attacks. Any close combat attack inflicted by a Culexus Assassin that rolls a 6 To Wound has the Instant Death special rule. Any close combat attack inflicted by a Culexus Assassin that is allocated to a Psyker has the Instant Death special rule.
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. (BRB 2014)
Mindlock: (Codex: Astra Militarum p35)
Move Through Cover
Night Vision: (BRB 2014 p168)
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.
Orders: Bring it Down!: (Codex: Astra Militarum)
Orders: Fire on my Target!: (Codex: Astra Militarum)
Orders: First Rank, FIRE! Second Rank, FIRE!: (Codex: Astra Militarum)
Orders: Forwards, for the Emperor!: (Codex: Astra Militarum)
Orders: Get Back in the Fight!: (Codex: Astra Militarum)
Orders: Move! Move! Move!: (Codex: Astra Militarum)
Orders: Smite at Will!: (Codex: Astra Militarum)
Orders: Suppressive Fire!: (Codex: Astra Militarum)
Orders: Take Aim!: (Codex: Astra Militarum)
Preferred Enemy (Daemons): (BRB 2014 p169)
Preferred Enemy (Psykers)
Psi-shock: Random Psyker in hit unit suffers Perils of the Warp. (Codex: Grey Knights p57)
Psychic Abomination: Psykers, friend or foe, within 12" of a Culexus Assassin 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 6. A Culexus Assassin can never be targeted or affected by psychic powers ? other units in the Culexus Assassin's 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 immediately cease to be in effect if the unit moves within 12" of a Culexus Assassin or vice versa.
Psychic Discipline: Biomancy: (Warhammer 40k rulebook)
Psychic Discipline: Daemonology: (Warhammer 40k rulebook)
Psychic Discipline: Divination: (Warhammer 40k rulebook)
Psychic Discipline: Pyromancy: (Warhammer 40k rulebook)
Psychic Discipline: Telekinesis: (Warhammer 40k rulebook)
Psyk-out Grenades
Psyker (Mastery Level 2): (Warhammer 40k rulebook)
Psyocculum
Purity of Spirit
Pyromancy
Relentless: (BRB 2014 p170)
Senior Officer: (Codex: Astra Militarum p30)
Servo Skulls
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. (BRB 2014)
Spy Network: Coteaz allows you to re-roll the dice to Seize the Initiative, or force your opponent to re-roll his.
Stealth
Stubborn: (BRB 2014 p172)
Summary Execution: (Codex: Astra Militarum p33)
Tank Orders: Full Throttle!: (Codex: Astra Militarum p32)
Tank Orders: Gunners, Kill on Sight!: (Codex: Astra Militarum p32)
Tank Orders: Strike and Shroud!: (Codex: Astra Militarum p32)
Telekinesis
Telepathy
Terminator Armour: May not make Sweeping Advances
The Aegis: Model's unit re-rolls 1's to Deny the Witch (Codex: Grey Knights)
Unwieldy: A model attacking with this weapon Piles In and fights at Initiative step 1, unless it is a Monstrous Creature or a Walker. (BRB 2014)
Voice of Command: (Codex: Astra Militarum p28)
Volcano Cannon Penetration: (IA1 2nd Ed p100)
War Hymns: The Emperor Protects: (Codex: Astra Militarum p34)
War Hymns: The Emperor's Strength: (Codex: Astra Militarum p34)
War Hymns: The Righteousness of the Emperor: (Codex: Astra Militarum p34)
Warlord: (Warhammer 40k rulebook)
Warlord Trait: Astra Militarum:
1 Grand Strategist
2 Old Grudges
3 Draconian Disciplinarian
4 Implacable Determination
5 Bellowing Voice
6 Master of Command
(Codex: Astra Militarum)
Warlord Trait: Old Grudges: (Codex: Astra Militarum)
Zealot: Fearless and Hatred (BRB 2014 p174)
Created with BattleScribe