Professional Documents
Culture Documents
https://docs.google.com/spreadsheets/d/18a16HpniGWm-KfNBIg-1vYA8IzX6iI5VdxLm2x7kyT0/edit?usp=sharing
A new version of the sheet exists now with all the content from the Elites expansion. Unfortunately due to having to completely restructure the data handling to accomodate the
free form choices presented in elites this version would no longer work. The link above will take you to the Elites version which works basically the same way as this one. Thanks
everyone who contributed to helping me keep this as up to date and accurate as possible! I will no longer be posting updates to this sheet as of today, 22 May 2019 but will leave it
here as a reference and pointer to the new one.
TLDR: The only things you enter are on Command Roster and Commander Data Cards. Nothing gets entered on the Commander lines on the Command Roster page except the deploy
button and kill selector. Use the Deploy button and the Order selector to generate Data Cards and Tactics. If points are 0/Red you have invalid or not enough selections for gear. After adding
Commanders 2-4, Units 29 and 30 from the Command Roster no longer fit on the first page so in general if you are printing the roster only print the first sheet.
This is a Google docs spreadsheet I built to assist in managing an ongoing Campaign Command Roster for the Kill Team Skirmish Game. The original formatting which I copied was done by
reddit user /u/aeglos.
To use the sheet, you must first Make a copy... from the File menu option above. You must be signed in to a Google account for this option to be available. Choose a name that will be
descriptive to you. I recommend making a single copy and naming it Master Copy of... Then make another copy for each team you are building/tracking.
Once you have made a copy to your own Google drive you are ready to enter your kill team. Choose the Command Roster page below and select a Faction from the drop down menu. Give
the sheet a few seconds to process (based on your internet connection and computer speed but look for All changes saved in Drive in the menu line below the sheet name).
On the Command Roster page, you can enter your name, the kill team name, the current resourses of your team, number of missions, number of victories and the names of your units (but
nothing on the Commander line). If you like you may also enter the squad mission, quirk, background, and unit demeanours and ignore the drop downs (which are based on the charts from
the rule books). Other than that, everything in the Command Roster is selected by drop down menus. Each choice dictates the next available ones so in general give it 3ish seconds to
process after a selection before trying to make the next one. You can only choose valid equipment for units. If the points for a unit are 0/RED you have made invalid selections or not enough of
them. Simply check the next available wargear selector for what option you may have missed. Optional equipment will be in the next dropdown after the last mandatory selection.
To tell the sheet what to include in the data cards, simply select a unit and click the Deploy button for that unit. Note that the Points section is XXX/YYY format. This is Points Deployed/Total
Points. Similarly, the Members section is XXX/YYY (AAA/BBB SP). This is Members Deployed/Members Total (Specialists Deployed/Specialists Total). Note that if the Members block
turns RED you have deployed either too many specialsts, duplicate specialisms, or no Leader. (It does not compare your Roster specialisms to Commader ones which only affects Elucia and
Vulgrar). You can then set the numerical order you want the unit's card to be generated in using that dropdown. The sheet will take the choices you made and find the mandatory equipment for
that unit and fill in a data card with all of that information along with the name and specialist information you entered. It will then sort the cards based on the order you select (1 being first) and
build the cards starting on Data Cards (1-6) and working its way through (25-30).
On the Commander Data Cards sheets, you can enter your Commanders' information. You must select a Level for them from the dropdown as well as a Unit Type. You may enter a name
and select a demeanour and specialisms on the Commander's Data Card as well as the Commander Traits. If you choose Generalist or Master Specialist as a trait this will open that option
as their level 4 specialist ability and once you select that the pull out below the injuries and wargear will allow you to choose those options. All the relevant information for the Commanders will
be transferred over to your roster for you where you can choose to Deploy them or not. If you click one of the injury buttons for the Commander, the stats on the card will adjust except for the
flesh wound which you must manually click for yourself. Psychic Powers can be selected from Psybolt, the six general ones and any which are available to the specific commander. You pick
the power and the sheet will pull up the Warp Charge (WC) value and a description.
If you encounter any bugs, try RELOADING (F5), the sheet. Make sure you are allowing enough time for the dependant dropdowns to populate. I am certain there are more efficient ways to
handle the data and as I explore them to improve performance they will be implemented but in the meantime just realize it takes a couple seconds for the next option to load after you select one.
If you find any ERRORS in logic, typos, points, anything PLEASE LET ME KNOW via the comment feature of the sheet or a post or direct message to me in the media you found this. I've made
every effort to check my work but I'm sure there are some things that slipped though (there always are) and I greatly appreciate the help in improving this for everyone. Thanks in advance for
the bug reports! Also I'm always open to suggestions for improvements or features that could be implemented so feel free to forward those along (this whole sheet arose from a suggestion on
the last one I built).
If for any reason you overwrite something and can't simply Undo (CTRL Z), I recommend simply starting with a fresh copy of the sheet. In general this version (unlike the last) takes relatively
little time to refill due to needing to make many many fewer selections (grenades!) and likely will be easier than trying to wade through my shoddy, inefficient, and unintuitive coding and logic.
This is why the initial recommendation was to have a Master Copy saved locally. I can help with limited troubleshooting so feel free to shoot questions my way via the media you found this or
the sheet comments.
Thanks for checking this out. Hopefully its not too complicated. Per suggestions I've decided to add a PURELY VOLUNTARY donation link to this sheet. If you feel like contributing to my time
to maintain the sheet with factions/errata/expansions, let me THANK YOU! Ultimately it is not necessary as I intend to upkeep this for the forseeable life of the game but I do appreciate the
show of support! Enjoy and maybe some day one of my (far too many) Teams will get to face one of yours!
https://paypal.me/KillTeamSheet
https://paypal.me/KillTeamSheet
Date Update(s)
22 May 2019 Sheet is retired. See Instructions page for link to newer version with Elites info.
15 May 2019 Fixed Data Card 30 so it actually pulls the correct info if all 30 cards are filled
6 April 2019 Changed names of Tactics Pages, added new Tactics (Additional Kill Team Box) page
Redid layout of Tactics (Core Rulebook, Level 1s) Now has 6 generic, faction specific ones from the book, then the level 1s for first 4 deployed specialists
Redid layout of Tactics (Additional Specialists) Now has 1 specialist per line of cards level 1,2,3. 5th additional specialist is in the 4th column of the page
Added space on faction pages for up to 22 faction tactics
Added Adeptus Mechanicus tactics from Sicarian + Commander box
Added Adeptus Mechanicus Commander Tech-priest Manipulus
Added Genestealer Cults Commander Kelermorph
Added extra tactics from t'au cadre fireblade box
16 March 2019 No so much a change as an update to anyone who checks this. Been super busy and have done little more than brainstorm how to add 6 more tactics each for GSC and Admech.
Elites has me super excited again though so in an ideal world, sometime next week the ideas floating around my head start to materialize on the sheet here along with implementation
for the named commanders (this expansion was a dud locally so I never really got the data or impetus to get them fully implemented, sorry bout that everyone!). Thanks to all who still
use this and continue to give feedback and bug reports - they help a ton!
3 February 2019 Fixed the Members count specialist count for Unit 24
15 January 2019 Corrected Haemonculus specialisms, corrected Stoic hero commander trait
3 January 2019 Fixed weapon stats and spelling error in Deathwatch and AA
26 December 2018 Fixed Command Roster members red flag to not look at fire team duplicates
30 October 2018 Fixed Termagant access to Toxin sacs and Adrenal glands
Added Combat specialism to Hormagaunt selection
25 October 2018 Changed Tactics (Campign) and (Additional Specialists) to show level 2 and 3 Tactics even if only one level of specialism is selected to print them for Strategist: Advisor.
Also fixed level 3 tactics to show up because I broke them.
24 October 2018 Deleted some ghost data from X99 to end of sheet on Commander Data to clean up an overwrite error
Change reference formatting for Card Data Commander section to prep for adding 3 more commander sheets
Fixed Commander kills in total tally
Add Data sections to Roster Data, Card Data, Commander Data to acommodate having 4 Commanders on Roster
Added Commander Data Cards 2,3,4 and adjusted to use correct data
Updated Command Roster to display commanders 2,3,4 and deploy
Fixed higher level specialist tactics not populating correctly.
23 October 2018 Many, many typo and data corrections to all commander data. Full edit pass on commanders for accuracy and functionality.
Fixed capitalization of Cults in Unit Data for all entries.
22 October 2018 Changed Specialism tactic lookups and data formatting due to duplicate abilities in Commanders
Updated point cost of common commander traits based on Commanders book.
Input common psychic powers, formatted faction data to handle psychic powers, added selection and lookup for psychic powers to commander data card.
Input all Commander Specialisms data and tactics, updated Stealth, Strategist per Commander book
Adeptus Astartes Commander data in
Deathwatch, Grey Knights, Astra Militarum Commander data in
Adeptus Mechanicus, Heretic Astartes, Death Guard, Thousand Sons, Asuryani Commander data in
Drukhar, Harlequins, Necrons, Orks Commander data in
T'au Empire, Tyranides, Genestealer Cults Commander Data in
Few data spot checks including formatting for the Ethereal's 4 Tactics
21 October 2018 Changed commander third tier injury to Contusion per book
15 October 2018 Fixed Scion with vox-caster so he can take his lasgun, pistol, and vox in any order.
14 October 2018 Fixed Command Roster not summing points, casualties, kills, and members for units 25-30
FIxed problem with sort for data card order
13 October 2018 Fixed an error with Faction Data Query and T'au Empire. Added if-based workaround.
11 October 2018 Added to Unit Data so Tau Shas'ui and Breacher Shas'ui can choose their optional pistol prior to their optional Markerlight instead of only the other way around.
Added Necron tactics from faction box.
Fixed first 2 points totals missing a comma resulting in FALSE instead of blank if dead
Fixed Stealh Shas'vre Target lock/markerlight
10 October 2018 Redesign Commander Data Card logic from ground up - now have to fill this as the user and it copies over to the Roster, can only have 1 commander per roster
Build space for Commander on Roster sheet
Adjust points of units with non-0 cost automatic equipment (Primaris in Deathwatch and Ruststalker Princeps)
Put sheets in order for public
Cleaned up and formatted instructions.
8 October 2018 Built Commander Data Page on assumption of 2 unique tactics per commander
Added logic to data processing for Commanders
Added placeholder CTactics to all individual data sheets
Added all faction data
Added all unit data, one test pass
7 October 2018 Initial sheet up with Adeptus Astartes only, should be fully functional
KILL TEAM COMMAND ROSTER
Player Name Resources Kill Team's Statistics
Deploy Name Model Type Commander Traits Level Specialism Kills Demeanour Points
Commander 1
Commander 2
Commander 3
Commander 4
# Dead Deploy Order Name Model Type Wargear Options Exp Specialism Kills Demeanour Points
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
Name Me Please!
Commander
Abilities:
Specialism:
Name Description
Commander Trait 1
Commander Trait 2
Commander Trait 3
Name WC Description
Psychic Power 1
Psychic Power 2
Psychic Power 3
Commander Tactic
Use this Tactic when you fail a saving
throw for your Commander if there is
another model from your kill team within 2"
of them (excluding shaken models). Roll a
D6; on a 2+ the damage is inflicted on that
model instead of your Commander.
1 Command Point
Abilities:
Specialism:
Name Description
Commander Trait 1
Commander Trait 2
Commander Trait 3
Name WC Description
Psychic Power 1
Psychic Power 2
Psychic Power 3
Commander Tactic
Use this Tactic when you fail a saving
throw for your Commander if there is
another model from your kill team within 2"
of them (excluding shaken models). Roll a
D6; on a 2+ the damage is inflicted on that
model instead of your Commander.
1 Command Point
Abilities:
Specialism:
Name Description
Commander Trait 1
Commander Trait 2
Commander Trait 3
Name WC Description
Psychic Power 1
Psychic Power 2
Psychic Power 3
Commander Tactic
Use this Tactic when you fail a saving
throw for your Commander if there is
another model from your kill team within 2"
of them (excluding shaken models). Roll a
D6; on a 2+ the damage is inflicted on that
model instead of your Commander.
1 Command Point
Abilities:
Specialism:
Name Description
Commander Trait 1
Commander Trait 2
Commander Trait 3
Name WC Description
Psychic Power 1
Psychic Power 2
Psychic Power 3
Commander Tactic
Use this Tactic when you fail a saving
throw for your Commander if there is
another model from your kill team within 2"
of them (excluding shaken models). Roll a
D6; on a 2+ the damage is inflicted on that
model instead of your Commander.
1 Command Point
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name Me Please!
Total points this page: 0
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name Me Please!
Total points this page: 0
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name Me Please!
Total points this page: 0
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name Me Please!
Total points this page: 0
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name M WS BS S T W A Ld Sv Name M WS BS S T W A Ld Sv
Abilities: Abilities:
Specialism: Specialism:
Experience Flesh Wounds Convalescence New Recruit Experience Flesh Wounds Convalescence New Recruit
Name Me Please!
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Tactics
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
And They Shall Know No Fear: RR failed nerve tests;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Grey Knight 6" 3+ 3+ 4 4 1 1 7 3+ 18 Psyker: 1 Power, 1 Deny p. 94; Daemon Hunters: RR failed wounds vs Daemons in Fight; Storm bolter
Frag grenade
Krak grenade
Psyk-out grenade Frag grenade 6" Grenade d6 3 0 1 0 Tactic 1 Heed the Prognosticars Grey Knights Tactic Use this Tactic at 2the
Command
start of the
Points
battle round. Pick a model from your kill team and add 1 to its saving throws until the end of the battle round. Brotherhood Champion Hammerhand 5 Pick a friendly model within 8" of the psyker. Add 1 to wound rolls you make for that model's Me
And They Shall Know No Fear: RR failed nerve tests;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Grey Knight Gunner 6" 3+ 3+ 4 4 1 1 7 3+ 19 Psyker: 1 Power, 1 Deny p. 94; Daemon Hunters: RR failed wounds vs Daemons in Fight; Frag grenade
Krak grenade
Psyk-out grenade Incinerator 8" Assault d6 6 -1 1 Auto hit 3 Tactic 2 Honour the Chapter Grey Knights Tactic Use this Tactic at 2the
Command
end of the
Points
Fight phase. Pick a model from your kill team. That model can immediately fight an additional time.
And They Shall Know No Fear: RR failed nerve tests;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Justicar 6" 3+ 3+ 4 4 1 2 8 3+ 19 Psyker: 1 Power, 1 Deny p. 94; Daemon Hunters: RR failed wounds vs Daemons in Fight; Storm bolter
Frag grenade
Krak grenade
Psyk-out grenade Krak grenade 6" Grenade 1 6 -1 d3 0 Tactic 3 Psybolt Ammunition Grey Knights Tactic Use this Tactic when
1 Command
you choose
Point
a model in your kill team to shoot with a storm bolter. The weapon's Strength characteristic is 5 and its Armour Penetration characteristic is -1 until the end of the phase.
And They Shall Know No Fear: RR failed nerve tests; Iron Halo: 4++;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Psyker: 1 Power, 1 Deny, C 39; Daemon Hunters: RR failed wounds vs Daemons in Fight;
Brotherhood Champion (1) 6" 2+ 2+ 4 4 4 4 8 2+ 108 Heroic Sacrifice: Fight after take out; Perfect Warrior: C 39 Sword Strike or Blade Shield; Nemesis Storm
force sword
bolter
Frag grenade
Krak grenade
Psyk-out grenade Psilencer 24" Heavy 6 4 0 d3 3 Tactic 4 Psychic Channelling Grey Knights Tactic Use this Tactic when
2 Command
taking a Psychic
Points test for a model from your kill team. Roll three dice raher than two and use the two highest rolls.
And They Shall Know No Fear: RR failed nerve tests; Iron Halo: 4++;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Psyker: 1 Power, 1 Deny, C 39; Daemon Hunters: RR failed wounds vs Daemons in Fight;
Brotherhood Champion (2) 6" 2+ 2+ 4 4 4 4 8 2+ 128 Heroic Sacrifice: Fight after take out; Perfect Warrior: C 39 Sword Strike or Blade Shield; Nemesis Storm
force sword
bolter
Frag grenade
Krak grenade
Psyk-out grenade Psycannon 24" Heavy 4 7 -1 1 2 Tactic 5
And They Shall Know No Fear: RR failed nerve tests; Iron Halo: 4++;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Psyker: 1 Power, 1 Deny, C 39; Daemon Hunters: RR failed wounds vs Daemons in Fight;
Brotherhood Champion (3) 6" 2+ 2+ 4 4 4 4 8 2+ 148 Heroic Sacrifice: Fight after take out; Perfect Warrior: C 39 Sword Strike or Blade Shield; Nemesis Storm
force sword
bolter
Frag grenade
Krak grenade
Psyk-out grenade Psyk-out grenade 6" Grenade d3 2 0 1 Hit 6+ special p. 95 0 Tactic 6
And They Shall Know No Fear: RR failed nerve tests; Iron Halo: 4++;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Psyker: 1 Power, 1 Deny, C 39; Daemon Hunters: RR failed wounds vs Daemons in Fight;
Brotherhood Champion (4) 6" 2+ 2+ 4 4 4 4 8 2+ 173 Heroic Sacrifice: Fight after take out; Perfect Warrior: C 39 Sword Strike or Blade Shield; Nemesis Storm
force sword
bolter
Frag grenade
Krak grenade
Psyk-out grenade Storm bolter 24" Rapid Fire 2 4 0 1 0 Tactic 7
Nemesis daemon hammer Melee Melee Ux2 -3 3 -1 to hit 2 Tactic 8
Pair of Nemesis falchions Melee Melee U -2 d3 1 extra attack 1 Tactic 9
Nemesis force halberd Melee Melee U+1 -2 d3 0 Tactic 10
Nemesis force sword Melee Melee U -3 d3 0 Tactic 11
Nemesis warding stave Melee Melee U+2 -1 d3 5++ in fight phase p. 95 0 Tactic 12
Tactic 13
Tactic 14
Tactic 15
Tactic 16
Tactic 17
Tactic 18
Tactic 19
Tactic 20
Tactic 21
Tactic 22
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ 5 Voice of Command: p. 101; Lasgun Frag grenade Bolt pistol 12" Pistol 1 4 0 1 0 Tactic 1 Cunning Strategy Astra Militarum Tactic Use this Tactic after
2 Command
your Leader
Points
has issued an order. Your Leader may immediately issue an additional order.
Guardsman Gunner 6" 4+ 4+ 3 3 1 1 6 5+ 5 Voice of Command: p. 101; Frag grenade Flamer 8" Assault d6 4 0 1 Auto hit 3 Tactic 2 Defensive Stand Astra Militarum Tactic Use this Tactic when
2 Command
a charge Points
is declared against a model from your kill team. When that model fires Overwatch this phase, they successfully hit on a roll of 5 or 6.
Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ 5 Voice of Command: p. 101; Frag grenade Frag grenade 6" Grenade d6 3 0 1 0 Tactic 3 Get Down! Astra Militarum Tactic Use this Tactic in 1your
Command
opponent's
Pointturn in the Shooting phase when they choose a model from your kill team as a target, and your model is obscured. Attacks that target that model in this phase suffer an additional -1 penalty to their hit rolls
Special Weapons Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ 5 Voice of Command: p. 101; Lasgun Frag grenade Grenade launcher * 2 Tactic 4 Reserves of Courage Astra Militarum Tactic Use this Tactic at 1the
Command
start of your
Point
turn in the Morale phase. Pick a model from your kill team that is required to take a Nerve test. Roll a D3 for that model rather than a D6 when taking the test.
Special Weapons Gunner 6" 4+ 4+ 3 3 1 1 6 5+ 5 Voice of Command: p. 101; Frag grenade Grenade launcher (frag) 24" Assault d6 3 0 1 0 Tactic 5
Scion 6" 4+ 3+ 3 3 1 1 6 4+ 9 Voice of Command: p. 101; Frag grenade
Krak grenade Grenade launcher (frak) 24" Assault 1 6 -1 d3 0 Tactic 6
Scion Gunner 6" 4+ 3+ 3 3 1 1 6 4+ 10 Voice of Command: p. 101; Frag grenade
Krak grenade Hot-shot lasgun 18" Rapid Fire 1 3 -2 1 0 Tactic 7 Adrenal Shot Astra Militarum Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team suffers a mortal wound. Roll a D6 for that mortal wound, and any other mortal wound suffered by that model for the rest of the phase; on a 5+ the mortal wound is ignored and has no effect.
Tempestor 6" 3+ 3+ 3 3 1 2 7 4+ 10 Voice of Command: p. 101; Frag grenade
Krak grenade Hot-shot laspistol 6" Pistol 1 3 -2 1 0 Tactic 8 Fight to the Death Astra Militarum Tactic Use this Tactic before
1 Command
an InjuryPoint
roll is made for a model from your kill team. Apply a -1 modifier to the Injury roll.
Commissar (1) 6" 3+ 3+ 3 3 3 3 8 5+ 10 Hot-shot volley gun 24" Heavy 4 4 -2 1 3 Tactic 9 Grenadiers Astra Militarum Tactic Use this Tactic when
1 Command
you choose
Point
a model from your kill team to shoot in the Shooting phase. You can use a Grenade weapon that model is equipped with, even if another model from your kill team has already used a Grenade weapon this phase. You can use this Tactic multiple times in the same phase.
Commissar (2) 6" 3+ 3+ 3 3 3 3 8 5+ 15 Krak grenade 6" Grenade 1 6 -1 d3 0 Tactic 10 Reconnaissance Protocols Astra Militarum Tactic Use this Tactic at 1the
Command
start of the
Point
first battle round. Choose a Militarum Tempestus model from your kill team that is on the battlefield; that model can immediately make a normal move as if it were the Movement phase, but instead of moving up to their Move characteristic, they move up to 2D6" instead.
Commissar (3) 6" 3+ 3+ 3 3 3 3 8 5+ 30 Lasgun 24" Rapid Fire 1 3 0 1 0 Tactic 11 Sir, Yes Sir! Astra Militarum Tactic Use this Tactic after
2 Command
picking a model
Points from your kill team to be affected by an order. All models from your kill team (other than your kill team's Leader) within 3" of that model are also affected by the same order. You cannot use this Tactic in the same battle round as the Cunning Strategy Tactic.
Commissar (4) 6" 3+ 3+ 3 3 3 3 8 5+ 50 Laspistol 12" Pistol 1 3 0 1 0 Tactic 12 Vengeance for Cadia! Astra Militarum Tactic Use this Tactic when
1 Command
you choose
Point
a model from your kill team to shoot or fire Overwatch and the target is a Heretic Astartes model. You can RR failed hit and wound rolls for your model against that Heretic Astartes model.
Lord Commissar (1) 6" 2+ 2+ 3 3 4 3 9 4+ 25 Refractor Field: 5++; Meltagun 12" Assault 1 8 -4 d6 Half range best 2d6 D 3 Tactic 13 Mission Critical Supplies Astra Militarum Tactic Use this Tactic at 1the
Command
beginningPoint
of the first battle round. Choose a Munitorum Armoured Container. Subtract 1 from Nerve tests you take for models from your kill team that are within 1" of this container for the rest of the battle.
Lord Commissar (2) 6" 2+ 2+ 3 3 4 3 9 4+ 30 Refractor Field: 5++; Plasma gun * 3 Tactic 14 Bellowing Voice Astra Militarum Tactic Use this Tactic at 1the
Command
start of the
Point
battle round if your kill team includes a Commander. Until the end of the battle round increase the range of that model's aura abilities by 3".
Lord Commissar (3) 6" 2+ 2+ 3 3 4 3 9 4+ 45 Refractor Field: 5++; Plasma gun (standard) 24" Rapid Fire 1 7 -3 1 0 Tactic 15
Lord Commissar (4) 6" 2+ 2+ 3 3 4 3 9 4+ 65 Refractor Field: 5++; Plasma gun (supercharge) 24" Rapid Fire 1 8 -3 2 1 to hit out of action 0 Tactic 16
Voice of Command: p. 101;
Platoon Commander (1) 6" 3+ 3+ 3 3 3 3 7 5+ 10 Refractor Field: 5++; Frag grenade Plasma pistol (SGT) * 1 Tactic 17
Voice of Command: p. 101;
Platoon Commander (2) 6" 3+ 3+ 3 3 3 3 7 5+ 15 Refractor Field: 5++; Frag grenade Plasma pistol (SGT) (standard)
12" Pistol 1 7 -3 1 0 Tactic 18
Voice of Command: p. 101;
Platoon Commander (3) 6" 3+ 3+ 3 3 3 3 7 5+ 30 Refractor Field: 5++; Frag grenade Plasma pistol (SGT) (supercharge)
12" Pistol 1 8 -3 2 1 to hit out of action 0 Tactic 19
Voice of Command: p. 101;
Platoon Commander (4) 6" 3+ 3+ 3 3 3 3 7 5+ 50 Refractor Field: 5++; Frag grenade Sniper rifle 36" Heavy 1 4 0 1 Range, Mortal p.86 1 Tactic 20
Voice of Command: p. 101; Senior Officer: 2x Voice of Command;
Company Commander (1) 6" 3+ 3+ 3 3 4 3 8 5+ 15 Refractor Field: 5++; Frag grenade Chainsword (SGT) Melee Melee U 0 1 1 extra attack 0 Tactic 21
Voice of Command: p. 101; Senior Officer: 2x Voice of Command;
Company Commander (2) 6" 3+ 3+ 3 3 4 3 8 5+ 20 Refractor Field: 5++; Frag grenade Power fist (SGT) Melee Melee Ux2 -3 d3 -1 to hit 2 Tactic 22
Voice of Command: p. 101; Senior Officer: 2x Voice of Command;
Company Commander (3) 6" 3+ 3+ 3 3 4 3 8 5+ 35 Refractor Field: 5++; Frag grenade Power sword (SGT) Melee Melee U -3 1 1 Commissar
Aura
1 of Discipline Commissar Aura TacticUse this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, friendly moels within 6" of this model can use this model's Leadership characteristic instead of their own, and automatically pass Nerve tests.
Voice of Command: p. 101; Senior Officer: 2x Voice of Command;
Company Commander (4) 6" 3+ 3+ 3 3 4 3 8 5+ 55 Refractor Field: 5++; Frag grenade Vox-caster RR nerve tests p.101 5 Commissar
I Am
2 Your Worst Fear Commissar Aura TacticUse this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, all friendly models within 6" of this model ignore the penalty to their hit rolls from one flesh wound they have suffered.
Tempestor Prime (1) 6" 3+ 3+ 3 3 4 3 8 4+ 25 Voice of Command: p. 101; Frag grenade
Krak grenade Plasma pistol (COM) * 3 Lord Commissar
Aura of1Discipline Lord Commissar Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, friendly moels within 6" of this model can use this model's Leadership characteristic instead of their own, and automatically pass Nerve tests.
Tempestor Prime (2) 6" 3+ 3+ 3 3 4 3 8 4+ 30 Voice of Command: p. 101; Frag grenade
Krak grenade Plasma pistol (COM) (standard)
12" Pistol 1 7 -3 1 0 Lord Commissar
I Am Your
2 Worst Fear Commissar Aura TacticUse this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, all friendly models within 6" of this model ignore the penalty to their hit rolls from one flesh wound they have suffered.
Tempestor Prime (3) 6" 3+ 3+ 3 3 4 3 8 4+ 45 Voice of Command: p. 101; Frag grenade
Krak grenade Plasma pistol (COM) (supercharge)
12" Pistol 1 8 -3 2 1 to hit out of action 0 Platoon Commander
Inspirational1 Command Platoon Commander Tactic
Use this Tactic at 2the
Command
start of the
Points
Shooting phase before issuing an order with a Platoon Commander from your kill team. When you issue that order, it affects all other friendly models within 6" of that model that are not shaken and have not been issued another order in this battle round. A model may still only be affectied by one order per
Tempestor Prime (4) 6" 3+ 3+ 3 3 4 3 8 4+ 65 Voice of Command: p. 101; Frag grenade
Krak grenade Chainsword (COM) Melee Melee U 0 1 1 extra attack 1 Company Inspirational
Commander Command
1 Company Commander Use
Tactic
this Tactic at 2the
Command
start of the
Points
Shooting phase before issuing an order with a Company Commander from your kill team. When you issue that order, it affects all other friendly models within 6" of that model that are not shaken and have not been issued another order in this battle round. A model may still only be affectied by one order pe
Multi-Spectral Auspicator: RR hit rolls of 1 for attacks made by this model;
Concealed Archeotech Weapon: 1/battle enemy within 1" suffers D3 mortal wounds on 4+;
Janus Draik (1) 6" 3+ 3+ 3 3 4 3 9 4+ 50 Rogue Trader: Not affected by Faction
Heirloom
Tactics
Monomolecular
pistol
or Abilities;
Archeotech
Disruption
rapiergrenade
Field Generator: 4++; Power fist (COM) Melee Melee Ux2 -3 d3 -1 to hit 6 TempestorCovering
Prime 1 Fire! Tempestor Prime Aura Use
Tactic
this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, when friendly models within 6" of this model fire Overwatch, they successfully hit on a roll of 5 or 6.
Multi-Spectral Auspicator: RR hit rolls of 1 for attacks made by this model;
Concealed Archeotech Weapon: 1/battle enemy within 1" suffers D3 mortal wounds on 4+;
Janus Draik (2) 6" 3+ 3+ 3 3 4 3 9 4+ 65 Rogue Trader: Not affected by Faction
Heirloom
Tactics
Monomolecular
pistol
or Abilities;
Archeotech
Disruption
rapiergrenade
Field Generator: 4++; Power sword (COM) Melee Melee U -3 1 2 Feodor Lasko
Aura1of Discipline Commissar Aura TacticUse this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, friendly moels within 6" of this model can use this model's Leadership characteristic instead of their own, and automatically pass Nerve tests.
Multi-Spectral Auspicator: RR hit rolls of 1 for attacks made by this model;
Concealed Archeotech Weapon: 1/battle enemy within 1" suffers D3 mortal wounds on 4+;
Janus Draik (3) 6" 3+ 3+ 3 3 4 3 9 4+ 80 Rogue Trader: Not affected by Faction
Heirloom
Tactics
Monomolecular
pistol
or Abilities;
Archeotech
Disruption
rapiergrenade
Field Generator: 4++; Plasma pistol (TP) * 3 Feodor Lasko
I Am2Your Worst Fear Commissar Aura TacticUse this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, all friendly models within 6" of this model ignore the penalty to their hit rolls from one flesh wound they have suffered.
Multi-Spectral Auspicator: RR hit rolls of 1 for attacks made by this model;
Concealed Archeotech Weapon: 1/battle enemy within 1" suffers D3 mortal wounds on 4+;
Janus Draik (4) 6" 3+ 3+ 3 3 4 3 9 4+ 105 Rogue Trader: Not affected by Faction
Heirloom
Tactics
Monomolecular
pistol
or Abilities;
Archeotech
Disruption
rapiergrenade
Field Generator: 4++; Plasma pistol (TP) (standard)12" Pistol 1 7 -3 1 0
Zealot: RR failed hit rolls when charge or charged; Rosarius: 4++;
Taddeus the Purifier (1) 6" 4+ 4+ 3 3 4 3 7 6+ 50 War Hymns: Astra Militarum modelsLaspistolServo-stubber
in 6" gain +1 A; Power maul Plasma pistol (TP) (supercharge)
12" Pistol 1 8 -3 2 1 to hit out of action 0
Zealot: RR failed hit rolls when charge or charged; Rosarius: 4++;
Taddeus the Purifier (2) 6" 4+ 4+ 3 3 4 3 7 6+ 55 War Hymns: Astra Militarum modelsLaspistolServo-stubber
in 6" gain +1 A; Power maul Chainsword (TP) Melee Melee U 0 1 1 extra attack 1
Zealot: RR failed hit rolls when charge or charged; Rosarius: 4++;
Taddeus the Purifier (3) 6" 4+ 4+ 3 3 4 3 7 6+ 70 War Hymns: Astra Militarum modelsLaspistolServo-stubber
in 6" gain +1 A; Power maul Power fist (TP) Melee Melee Ux2 -3 d3 -1 to hit 8
Zealot: RR failed hit rolls when charge or charged; Rosarius: 4++;
Taddeus the Purifier (4) 6" 4+ 4+ 3 3 4 3 7 6+ 85 War Hymns: Astra Militarum modelsLaspistolServo-stubber
in 6" gain +1 A; Power maul Power sword (TP) Melee Melee U -3 1 2
Specialist Retainer: Zealot specialist but does not count against max number of specialists;
Pious Vorne 6" 3+ 4+ 3 3 3 3 7 7+ 15 Maniacal Fervour: Negate wounds on Vindicator
5+; Zealot: RR failed hit rolls when charge or charged; Boltgun 24" Rapid Fire 1 4 0 1 2
Specialist Retainer: Sniper specialist but does not count against max number of specialists;
The Ratling Twins: RR Shoot hit and wound with Sniper rifle if target visible to Raus;
Naturally Stealthy: Additional -1 to hit if obscured;
Rein 6" 5+ 2+ 2 2 2 1 6 6+ 9 Shoot Sharp and Scarper: After shooting
Sniper(no
rifle
Stub
Overwatch)
pistol can move (no Advance); Tempestus command rod 2x Voice of Command 2
Grappling Hook: Ignore vertical movement on normal move;
Naturally Stealthy: Additional -1 to hit if obscured;
Raus 6" 5+ 2+ 2 2 2 1 6 6+ 10 Shoot Sharp and Scarper: After shooting
Demolition
(noStub
Overwatch)
charge
pistol can move (no Advance); Heirloom pistol 12" Pistol 1 4 -2 2 0
Psychic Barrier: 4++; Psyker: 1 Power, 1 Deny;
Espern Locarno (1) 6" 5+ 5+ 3 3 3 2 7 6+ 30 The Third Eye: 12" Psybolt which ignores
LaspistolForce-orb
nearest clause;
cane Monomolecular rapier Melee Melee U -4 1 0
Psychic Barrier: 4++; Psyker: 1 Power, 1 Deny;
Espern Locarno (2) 6" 5+ 5+ 3 3 3 2 7 6+ 40 The Third Eye: 12" Psybolt which ignores
LaspistolForce-orb
nearest clause;
cane Archeotech grenade 6" Grenade d3 6 -1 D3 1/battle 0
Psychic Barrier: 4++; Psyker: 1 Power, 1 Deny;
Espern Locarno (3) 6" 5+ 5+ 3 3 3 2 7 6+ 50 The Third Eye: 12" Psybolt which ignores
LaspistolForce-orb
nearest clause;
cane Servo-stubber 12" Pistol 3 4 0 1 0
Psychic Barrier: 4++; Psyker: 1 Power, 1 Deny;
Espern Locarno (4) 6" 5+ 5+ 3 3 3 2 7 6+ 60 The Third Eye: 12" Psybolt which ignores
LaspistolForce-orb
nearest clause;
cane Power maul Melee Melee U+2 -1 1 0
Feodor Lasko (1) 6" 3+ 3+ 3 3 3 3 8 5+ 15 Refractor Field: 5++; Plasma pistol
Power (COM)
sword (COM) Vindicator * 0
Feodor Lasko (2) 6" 3+ 3+ 3 3 3 3 8 5+ 20 Refractor Field: 5++; Plasma pistol
Power (COM)
sword (COM) Vindicator (ranged) 8" Assauld d6 5 -1 1 Auto hit, 2d6 vs Chaos
Feodor Lasko (3) 6" 3+ 3+ 3 3 3 3 8 5+ 35 Refractor Field: 5++; Plasma pistol
Power (COM)
sword (COM) Vindicator (melee) Melee Melee U+1 -1 1
Feodor Lasko (4) 6" 3+ 3+ 3 3 3 3 8 5+ 55 Refractor Field: 5++; Plasma pistol
Power (COM)
sword (COM) Stub pistol 9" Pistol 1 4 0 1 0
Demolition charge 6" Grenade d6 8 -3 D3 1/battle 0
Force-orb cane Melee Melee U 0 D3 0
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Canticles of the Omnissiah: p.107
Skitarii Ranger 6" 4+ 3+ 3 3 1 1 6 4+ 9 Bionics: 6++; Galvanic rifle Arc pistol 12" Pistol 1 6 -1 1 0 Tactic 1 Conqueror Doctrina Imperative Adeptus Mechanicus Tactic Use this Tactic when
2 Command
you choose
Points
a model in your kill team to fight in the Fight phase. Add 1 to hit rolls for the model until the end of the phase. If the model is within 6" of a friendly model equipped with an enhanced data-tether, you can add 2 to the hit rolls instead.
Canticles of the Omnissiah: p.107
Ranger Gunner 6" 4+ 3+ 3 3 1 1 6 4+ 10 Bionics: 6++; Arc rifle 24" Rapid Fire 1 6 -1 1 0 Tactic 2 Dunestrider Adeptus Mechanicus Tactic Use this Tactic in 1the
Command
Movement
Point
phase when a model from your kill team Advances. Roll 2 dice and pick which result to use when making the Advance roll.
Canticles of the Omnissiah: p.107
Ranger Alpha 6" 4+ 3+ 3 3 1 2 7 4+ 10 Bionics: 6++; Flechette blaster 12" Pistol 5 3 0 1 0 Tactic 3 Gloria Mechanicus Adeptus Mechanicus Tactic Use this Tactic after
1 Command
determining
Point
which Canticle of the Omnissiah is in effect this battle round. Randomly determine a Canticle of the Omnissiah - that Canticle is in effect instead.
Canticles of the Omnissiah: p.107
Bionics: 6++;
Skitarii Vanguard 6" 4+ 3+ 3 3 1 1 6 4+ 9 Rad-saturation: Enemies within 1" are -1 T; Radium carbine Galvanic rifle 30" Rapid Fire 1 4 0 1 Wound 6+ at AP -1 0 Tactic 4 Protector Doctrina Imperative Adeptus Mechanicus Tactic Use this Tactic when
2 Command
you choose
Points
a model in your kill team to shoot in the Shooting phase. Add 1 to hit rolls for the model until the end of the phase. If the model is within 6" of a friendly model equipped with an enhanced data-tether, you can add 2 to the hit rolls instead.
Canticles of the Omnissiah: p.107
Bionics: 6++;
Vanguard Gunner 6" 4+ 3+ 3 3 1 1 6 4+ 10 Rad-saturation: Enemies within 1" are -1 T; Phosphor blast pistol 12" Pistol 1 5 -1 1 No obscured hit penalty 0 Tactic 5
Canticles of the Omnissiah: p.107
Bionics: 6++;
Vanguard Alpha 6" 4+ 3+ 3 3 1 2 7 4+ 10 Rad-saturation: Enemies within 1" are -1 T; Plasma caliver * 3 Tactic 6
Canticles of the Omnissiah: p.107
Sicarian Ruststalker 8" 3+ 3+ 4 3 2 3 6 4+ 14 Bionics: 6++; Plasma caliver (standard) 18" Assault 2 7 -3 1 0 Tactic 7 Auto-tracking Software Adeptus Mechanicus Tactic Use this Tactic in 1the
Command
Movement
Point
phase when an opponent declares a charge against a model from your kill team. When that model fires Overwatch this phase, they successfully hit on a roll of 5 or 6.
Canticles of the Omnissiah: p.107
Ruststalker Princeps 8" 3+ 3+ 4 3 2 4 7 4+ 16 Bionics: 6++; Chordclaw Plasma caliver (supercharge) 18" Assault 2 8 -3 2 1 to hit out of action 0 Tactic 8 Hyper-penetrative Shot Adeptus Mechanicus Tactic Use this Tactic when
2 Command
you pick a
Points
model from your kill team armed with a transuranic arquebus to shoot. Until the end of the phase, attacks made by this model with this weapon do not suffer the penalties to hit rolls or Injury rolls for the target being obscured.
Canticles of the Omnissiah: p.107
Bionics: 6++;
Sicarian Infiltrator 8" 3+ 3+ 4 3 2 2 6 4+ 14 Neurostatic Aura: Enemy within 3" are -1 Ld; Radium carbine 18" Assault 3 3 0 1 Wound 6+ at D 3 0 Tactic 9 Optimal Conditions Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
start of the
Point
Movement phase. Add 1 to charge rolls made for models in your kil team until the end of the phase.
Canticles of the Omnissiah: p.107
Bionics: 6++;
Infiltrator Princeps 8" 3+ 3+ 4 3 2 3 7 4+ 15 Neurostatic Aura: Enemy within 3" are -1 Ld; Radium pistol 12" Pistol 1 3 0 1 Wound 6+ at D 2 0 Tactic 10 Scryer Skull Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
start of the
Point
Movement phase if an opponent picked the Plant Traps strategy in the Scouting phase. Pick a piece of terrain within 6" of your Leader. Your opponents must revel to you whether or not they have booby-trapped that piece of terrain.
Canticles of the Omnissiah: p.107
Tech-priest Enginseer (1) 6" 4+ 4+ 4 4 4 2 8 3+ 28 Bionics: 6++; LaspistolOmnissian
Servo-arm
axe Stubcarbine 18" Pistol 3 4 0 1 0 Tactic 11 Stabilisation Actuators Adeptus Mechanicus Tactic Use this Tactic before
1 Command
you takePoint
a Falling test for a model from your kill team. You can RR the dice when taking this test, and when taking any further Falling tests for that model in this battle round.
Canticles of the Omnissiah: p.107
Tech-priest Enginseer (2) 6" 4+ 4+ 4 4 4 2 8 3+ 33 Bionics: 6++; LaspistolOmnissian
Servo-arm
axe Transuranic arquebus 60" Heavy 1 7 -2 d3 Move range mortal p.86 5 Tactic 12 Transonic Attunement Adeptus Mechanicus Tactic Use this Tactic in 1the
Command
Fight phase
Point
when a model from your kill team armed with transonic blades, a transonic razor or a chordclaw is chosen to attack. Until the end of the phase, add 1 to wound rolls for attacks made by that model with any of these weapons.
Canticles of the Omnissiah: p.107
Tech-priest Enginseer (3) 6" 4+ 4+ 4 4 4 2 8 3+ 48 Bionics: 6++; LaspistolOmnissian
Servo-arm
axe Arc maul Melee Melee U+2 -1 1 0 Tactic 13
Canticles of the Omnissiah: p.107
Tech-priest Enginseer (4) 6" 4+ 4+ 4 4 4 2 8 3+ 68 Bionics: 6++; LaspistolOmnissian
Servo-arm
axe Chordclaw Melee Melee U 0 d3 1 A, Wound 6+ D mortal 1 Tactic 14 Auto-repair Protocols Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
beginningPoint
of the battle round if your kill team includes a Commander that is not shaken. Tehy recover 1 wound lost earlier in the battle.
Canticles of the Omnissiah: p.107
Masterwork Bionics: Regain D3 wounds start of each battle round;
Tech-priest Dominus (1) 6" 3+ 2+ 4 4 5 3 8 2+ 130 Refractor Field: 5++; Omnissian axe Power sword Melee Melee U -3 1 0 Tactic 15 Alpha Target Proximity Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
start of the
Point
Fight phase. Pick a model from your kill team. Until the end of the phase, re-roll wound rolls of 1 for that model.
Canticles of the Omnissiah: p.107
Masterwork Bionics: Regain D3 wounds start of each battle round;
Tech-priest Dominus (2) 6" 3+ 2+ 4 4 5 3 8 2+ 150 Refractor Field: 5++; Omnissian axe Taser goad Melee Melee U+2 0 1 Hit 6+ causes 3 hits 1 Tactic 16 The Machine God's Will Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
start of the
Point
Morale phase. ignore all modifiers to the first Nerve test you make this phase.
Canticles of the Omnissiah: p.107
Masterwork Bionics: Regain D3 wounds start of each battle round;
Tech-priest Dominus (3) 6" 3+ 2+ 4 4 5 3 8 2+ 170 Refractor Field: 5++; Omnissian axe Transonic blades Melee Melee U+1 0 1 Wound 6+ D mortal 0 Tactic 17 Neurostatic Shock Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
start of the
Point
Morale phase. Pick a Sicarian Infiltrator from your kill team that is not shaken. Until the end of the phase, subtract 1 from the Leadership characteristic of enemy models that are within 3" of that model. This is cumulative with the Neurostatic Aura ability
Canticles of the Omnissiah: p.107
Masterwork Bionics: Regain D3 wounds start of each battle round;
Tech-priest Dominus (4) 6" 3+ 2+ 4 4 5 3 8 2+ 195 Refractor Field: 5++; Omnissian axe Transonic razor Melee Melee U 0 1 Wound 6+ D mortal 0 Tactic 18 Reknit Circuitry Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
beginningPoint
of the Morale phase. Choose a model from your kill team and remove D3 flesh wounds from that model.
Multi-Spectral Auspicator: RR hit rolls of 1 for attacks made by this model;
Concealed Archeotech Weapon: 1/battle enemy within 1" suffers D3 mortal wounds on 4+;
Janus Draik (1) 6" 3+ 3+ 3 3 4 3 9 4+ 50 Rogue Trader: Not affected by Faction TacticsHeirloom
or Abilities;
Monomolecular
pistol
Disruption
Archeotech
Field
rapier
Generator:
grenade 4++; Enhanced data-tether RR nerve tests p.108 5 Tactic 19 Trauma Override Protocol Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
start of the
Point
Movement phase. Pick a model from your kill team which has an invulnerable save. Until the start of the next Movement phase, that model's invulnerable save is improved by 1 (to a maximum of 3+).
Multi-Spectral Auspicator: RR hit rolls of 1 for attacks made by this model;
Concealed Archeotech Weapon: 1/battle enemy within 1" suffers D3 mortal wounds on 4+;
Janus Draik (2) 6" 3+ 3+ 3 3 4 3 9 4+ 65 Rogue Trader: Not affected by Faction TacticsHeirloom
or Abilities;
Monomolecular
pistol
Disruption
Archeotech
Field
rapier
Generator:
grenade 4++; Omnispex Ignore obscured p.108 1 Tactic 20 Zealous Disciples Adeptus Mechanicus Tactic Use this Tactic at 2the
Command
start of the
Points
battle round, before picking a Canticle of the Omnissiah. You may pick a Canticle to be in effect that has already been chosen in a previous battle round. This Tactic may only be used once per battle.
Multi-Spectral Auspicator: RR hit rolls of 1 for attacks made by this model;
Concealed Archeotech Weapon: 1/battle enemy within 1" suffers D3 mortal wounds on 4+;
Janus Draik (3) 6" 3+ 3+ 3 3 4 3 9 4+ 80 Rogue Trader: Not affected by Faction TacticsHeirloom
or Abilities;
Monomolecular
pistol
Disruption
Archeotech
Field
rapier
Generator:
grenade 4++; Laspistol 12" Pistol 1 3 0 1 0 Tactic 21 Defensive Interfacing Adeptus Mechanicus Tactic Use this Tactic at 1the
Command
start of the
Point
battle round. Until the end of the battle round, you can re-roll hit rolls of 1 for attacks made by models from your kill team that are within 3" of a Ryza-pattern ruin when they fire Overwatch.
Multi-Spectral Auspicator: RR hit rolls of 1 for attacks made by this model;
Concealed Archeotech Weapon: 1/battle enemy within 1" suffers D3 mortal wounds on 4+;
Janus Draik (4) 6" 3+ 3+ 3 3 4 3 9 4+ 105 Rogue Trader: Not affected by Faction TacticsHeirloom
or Abilities;
Monomolecular
pistol
Disruption
Archeotech
Field
rapier
Generator:
grenade 4++; Omnissian axe Melee Melee U+1 -2 2 0 Tactic 22
Specialist Retainer: Heavy specialist but does not count against max number of specialists;
Self-repair Systems: Regain 1 lost wound start of each round;
UR-025 5" 3+ 3+ 5 5 4 2 8 3+ 30 Something Isn't Quite Right: Does not benefit from
Mk 1 Canticles
assault
Powercannon
ofclaw
the Omnissiah; Servo-arm Melee Melee Ux2 -2 3 1 attack, -1 hit roll 0 Tech-priestRepair
Enginseer
Artisan
1 Tech-priest Enginseer Aura Tactic
Use this Tactic at 2the
Command
start of the
Points
Movement phase. As long as this model is not shaken, roll a D6 each time a friendly model witin 3" of this model loses a wound. On a 6 that wound is not lost. If a model already has an ability with a similar effect, you can choose which effect applies, and RR 1s when making these rolls.
Canticles of the Omnissiah: p.107
Tech-priest Manipulus (1) 6" 3+ 3+ 4 4 4 3 8 2+ 102 Blessed Bionics: 5++, Regain D3 wounds startOmnissian
of each Mechadendrites
battle
staffround; Eradication ray 24" Heavy D3 6 -2 1 Within 8" AP-4 D D3 14 Tech-priestLord
Dominus
of the 1Machine Cult Tech-priest Dominus Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Shooting phase. As long as this model is not shaken, you can RR hit rolls of 1 in the Shooting phase for friendly models within 6" of this model.
Canticles of the Omnissiah: p.107
Tech-priest Manipulus (2) 6" 3+ 3+ 4 4 4 3 8 2+ 122 Blessed Bionics: 5++, Regain D3 wounds startOmnissian
of each Mechadendrites
battle
staffround; Macrostubber 12" Pistol 5 4 0 1 0 Tech-priestXenotech
DominusDivination
2 Tech-priest Dominus Tactic Use this Tactic at 2the
Command
end of a Points
mission in which any of your opponens used any models that did not have the Imperium or Chaos keyword, if your kill team includes a Tech-priest Dominus that is not out of action or shaken If you do, roll a D6, on a 5+ you gain 1 Material. You can only use this Tactic once per mission.
Canticles of the Omnissiah: p.107
Tech-priest Manipulus (3) 6" 3+ 3+ 4 4 4 3 8 2+ 142 Blessed Bionics: 5++, Regain D3 wounds startOmnissian
of each Mechadendrites
battle
staffround; Phosphor serpenta 18" Assault 1 5 -1 1 Ignore obscure to hit 4 Tech-priestGalvanic
Manipulus
Pulse
1 Tech-priest Manipulus Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, you can add 1 to all Move characteristics for friendly models that begin your turn in the Movement phase within 6" of this model.
Canticles of the Omnissiah: p.107
Tech-priest Manipulus (4) 6" 3+ 3+ 4 4 4 3 8 2+ 167 Blessed Bionics: 5++, Regain D3 wounds startOmnissian
of each Mechadendrites
battle
staffround; Volkite blaster 24" Heavy 3 6 0 1 Wound 6+ add mortal 0 Magos Dalathrust
Lord of the
1 Machine Cult Tech-priest Dominus Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Shooting phase. As long as this model is not shaken, you can RR hit rolls of 1 in the Shooting phase for friendly models within 6" of this model.
Canticles of the Omnissiah: p.107
Masterwork Bionics: Regain D3 wounds start of each battle round;
Magos Dalathrust (1) 6" 3+ 2+ 4 4 5 3 8 2+ 130 Refractor Field: 5++; OmnissianVolkite
axe blaster
Macrostubber Heirloom pistol 12" Pistol 1 4 -2 2 0 Magos Dalathrust
Xenotech 2 Divination Tech-priest Dominus Tactic Use this Tactic at 2the
Command
end of a Points
mission in which any of your opponens used any models that did not have the Imperium or Chaos keyword, if your kill team includes a Tech-priest Dominus that is not out of action or shaken If you do, roll a D6, on a 5+ you gain 1 Material. You can only use this Tactic once per mission.
Canticles of the Omnissiah: p.107
Masterwork Bionics: Regain D3 wounds start of each battle round;
Magos Dalathrust (2) 6" 3+ 2+ 4 4 5 3 8 2+ 150 Refractor Field: 5++; OmnissianVolkite
axe blaster
Macrostubber Monomolecular rapier Melee Melee U -4 1 0 Theta-7 Acquisitus
Galvanic 1Pulse Tech-priest Manipulus Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, you can add 1 to all Move characteristics for friendly models that begin your turn in the Movement phase within 6" of this model.
Canticles of the Omnissiah: p.107
Masterwork Bionics: Regain D3 wounds start of each battle round;
Magos Dalathrust (3) 6" 3+ 2+ 4 4 5 3 8 2+ 170 Refractor Field: 5++; OmnissianVolkite
axe blaster
Macrostubber Archeotech grenade 6" Grenade d3 6 -1 D3 1/battle 0
Canticles of the Omnissiah: p.107
Masterwork Bionics: Regain D3 wounds start of each battle round;
Magos Dalathrust (4) 6" 3+ 2+ 4 4 5 3 8 2+ 195 Refractor Field: 5++; OmnissianVolkite
axe blaster
Macrostubber Mk 1 assault cannon 24" Heavy 4 5 -1 1 0
Canticles of the Omnissiah: p.107
Theta-7 Acquisitus (1) 6" 3+ 3+ 4 4 4 3 8 2+ 102 Blessed Bionics: 5++, Regain D3 wounds startOmnissian
of each Mechadendrites
battle
staffround;
Magnarail lance Power claw Melee Melee Ux2 -3 D3 -1 to hit 0
Canticles of the Omnissiah: p.107
Theta-7 Acquisitus (2) 6" 3+ 3+ 4 4 4 3 8 2+ 122 Blessed Bionics: 5++, Regain D3 wounds startOmnissian
of each Mechadendrites
battle
staffround;
Magnarail lance Magnarail lance 18" Heavy 1 7 -3 D3 Damage 3 if stationary 0
Canticles of the Omnissiah: p.107
Theta-7 Acquisitus (3) 6" 3+ 3+ 4 4 4 3 8 2+ 142 Blessed Bionics: 5++, Regain D3 wounds startOmnissian
of each Mechadendrites
battle
staffround;
Magnarail lance Transonic cannon 8" Assault D6 4 -1 1 Auto hit 10
Canticles of the Omnissiah: p.107
Theta-7 Acquisitus (4) 6" 3+ 3+ 4 4 4 3 8 2+ 167 Blessed Bionics: 5++, Regain D3 wounds startOmnissian
of each Mechadendrites
battle
staffround;
Magnarail lance Omnissian staff Melee Melee U+2 -1 2 0
Mechadendrites Melee Melee U+2 0 1 D6 extra attacks 0
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Chaos Cultist 6" 4+ 4+ 3 3 1 1 5 6+ 4 Mark of Chaos: Pick one, select in equipment p.116; Autogun 24" Rapid Fire 1 3 0 1 0 Tactic 1 Beseech the Gods Heretic Astartes Tactic Use this Tactic at 2the
Command
start of the
Points
first battle round. Pick a model from your kill team and roll a D6. On a 1 that model is found unworthy and suffers D3 mortal wounds.
Sorcerer On a 2+ add 1 to hit and
Death
wound
Hex rolls for the model until the end of the battle. You
7 Select
can only
an enemy
use thismodel
Tacticwithin
once12"
perof
battle.
the psyker and visible to him. Until the start of the next P
Chaos Cultist Gunner 6" 4+ 4+ 3 3 1 1 5 6+ 5 Mark of Chaos: Pick one, select in equipment p.116; Autopistol 12" Pistol 1 3 0 1 0 Tactic 2 Daemon Spirit Heretic Astartes Tactic This Tactic is used
2 at
Command
the end of
Points
the Movement phase. Pick an enemy model within 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal
Sorcerer
wound. Prescience 6 Select a friendly model within 8" of the psyker. You can add 1 to hit rolls made for that model
Cultist Champion 6" 4+ 4+ 3 3 1 2 6 6+ 5 Mark of Chaos: Pick one, select in equipment p.116; Bolt pistol 12" Pistol 1 4 0 1 0 Tactic 3 Fury of Khorne Heretic Astartes Tactic Use this Tactic at 2the
Command
end of the
Points
Fight phase. Pick a Khorne model from your kill team that is within 1" of an enemy model - your model can immediately fight again.
Sorcerer Diabolic Strength 6 Select a friendly model within 8" of the psyker. Until the start of the next Psychic phase, add 2
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Chaos Space Marine 6" 3+ 3+ 4 4 1 1 7 3+ 12 Mark of Chaos: Pick one, select in equipment p.116; Bolt pistolFrag grenade
Krak grenade Boltgun 24" Rapid Fire 1 4 0 1 0 Tactic 4 Veterans of the Long War Heretic Astartes Tactic Use this Tactic when
2 Command
a Chaos Points
Space Marine model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model's attacks that target Imperium models until the end of the phase.
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Chaos Space Marine Gunner 6" 3+ 3+ 4 4 1 1 7 3+ 13 Mark of Chaos: Pick one, select in equipment p.116; Bolt pistolFrag grenade
Krak grenade Flamer 8" Assault d6 4 0 1 Auto hit 3 Tactic 5
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Aspiring Champion 6" 3+ 3+ 4 4 1 2 8 3+ 13 Mark of Chaos: Pick one, select in equipment p.116; Frag grenade
Krak grenade Frag grenade 6" Grenade d6 3 0 1 0 Tactic 6
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Mark of Chaos: Pick one, select in equipment p.116;
Exalted Champion (1) 6" 2+ 3+ 4 4 4 4 8 3+ 30 For the Dark Gods: RR failed hit rolls vs enemy Commanders; Frag grenade
Krak grenade Heavy bolter 36" Heavy 3 5 -1 1 3 Tactic 7
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Mark of Chaos: Pick one, select in equipment p.116;
Exalted Champion (2) 6" 2+ 3+ 4 4 4 4 8 3+ 35 For the Dark Gods: RR failed hit rolls vs enemy Commanders; Frag grenade
Krak grenade Heavy stubber 36" Heavy 3 4 0 1 0 Tactic 8
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Mark of Chaos: Pick one, select in equipment p.116;
Exalted Champion (3) 6" 2+ 3+ 4 4 4 4 8 3+ 50 For the Dark Gods: RR failed hit rolls vs enemy Commanders; Frag grenade
Krak grenade Krak grenade 6" Grenade 1 6 -1 d3 0 Tactic 9
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Mark of Chaos: Pick one, select in equipment p.116;
Exalted Champion (4) 6" 2+ 3+ 4 4 4 4 8 3+ 70 For the Dark Gods: RR failed hit rolls vs enemy Commanders; Frag grenade
Krak grenade Meltagun 12" Assault 1 8 -4 d6 Half range best 2d6 D 3 Tactic 10
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Sorcerer (1) 6" 3+ 3+ 4 4 4 3 9 3+ 65 Psyker: 2 Powers, 1 Deny; Mark of Chaos: Pick one, select in equipment
Bolt pistol
p.116;
Frag grenade
Krak grenade Plasma gun * 3 Tactic 11
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Sorcerer (2) 6" 3+ 3+ 4 4 4 3 9 3+ 80 Psyker: 2 Powers, 1 Deny; Mark of Chaos: Pick one, select in equipment
Bolt pistol
p.116;
Frag grenade
Krak grenade Plasma gun (standard) 24" Rapid Fire 1 7 -3 1 0 Tactic 12
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Sorcerer (3) 6" 3+ 3+ 4 4 4 3 9 3+ 95 Psyker: 2 Powers, 1 Deny; Mark of Chaos: Pick one, select in equipment
Bolt pistol
p.116;
Frag grenade
Krak grenade Plasma gun (supercharge) 24" Rapid Fire 1 8 -3 2 1 to hit out of action 0 Tactic 13
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Sorcerer (4) 6" 3+ 3+ 4 4 4 3 9 3+ 120 Psyker: 2 Powers, 1 Deny; Mark of Chaos: Pick one, select in equipment
Bolt pistol
p.116;
Frag grenade
Krak grenade Plasma pistol (AC) * 1 Tactic 14
Plasma pistol (AC) (standard)12" Pistol 1 7 -3 1 0 Tactic 15
Plasma pistol (AC) (supercharge)
12" Pistol 1 8 -3 2 1 to hit out of action 0 Tactic 16
Shotgun 12" Assault 2 3 0 1 Half range S +1 0 Tactic 17
Brutal assault weapon Melee Melee U 0 1 1 extra attack 0 Tactic 18
Chainsword Melee Melee U 0 1 1 extra attack 0 Tactic 19
Power fist (AC) Melee Melee Ux2 -3 d3 -1 to hit 4 Tactic 20
Power sword (AC) Melee Melee U -3 1 2 Tactic 21
Icon of wrath Khorne charges p.116 5 Tactic 22
Icon of flame Tzeentch psychic p.116 1 Exalted Champion
Aspire to1Glory Exalted Champion AuraUse
Tactic
this Tactic at 1the
Command
start of the
Point
Shooting phase. As long as this model is not shaken, you can RR wound rolls of 1 for friendly models within 6" of this model.
Icon of despiar Nurgle Ld penalty p.116 3
Icon of excess Slaanesh attacks p.116 5
Icon of vengeance Any Ld bonus p.116 1
Mark of Khorne Interacts with Icons 0
Mark of Nurgle Interacts with Icons 0
Mark of Tzeentch Interacts with Icons 0
Mark of Slaanesh Interacts with Icons 0
Plasma pistol (EC) * 4
Plasma pistol (EC) (standard)12" Pistol 1 7 -3 1 0
Plasma pistol (EC) (supercharge)
12" Pistol 1 8 -3 2 1 to hit out of action 0
Power fist (EC) Melee Melee Ux2 -3 d3 -1 to hit 12
Power sword (EC) Melee Melee U -3 1 4
Power axe (EC) Melee Melee U+1 -2 1 5
Force stave Melee Melee U+2 -1 D3 0
Force sword Melee Melee U -3 D3 0
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Plague Marine 5" 3+ 3+ 4 5 1 1 7 3+ 14 Disgustingly Resilient: 5+ negate wound loss; Plague knife
Boltgun Blight grenade
Krak grenade Blight grenade 6" Grenade d6 3 0 1 RR wound 1s 0 Tactic 1 Cloud of Flies Death Guard Tactic Use this Tactic at 2the
Command
end of the
Points
Movement phase. Pick a model from your kill team. Until the end of the battle round, enemy models can only shoot that model if it is the closes target visible to them.
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Plague Marine Gunner 5" 3+ 3+ 4 5 1 1 7 3+ 15 Disgustingly Resilient: 5+ negate wound loss; Plague knife
Blight grenade
Krak grenade Blight launcher 24" Assault 2 6 -2 d3 RR wound 1s 3 Tactic 2 Grandfather's Blessing Death Guard Tactic Use this Tactic at 2the
Command
start of the
Points
first battle round. Pick a model from your kill team and roll a D6. On a 1 that model is found unworthy and suffers D3 mortal wounds. On a 2+ add 1 to hit and wound rolls for the model until the end of the battle. You can only use this Tactic once per battle.
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Plague Marine Fighter 5" 3+ 3+ 4 5 1 2 7 3+ 15 Disgustingly Resilient: 5+ negate wound loss; Plague knife
Blight grenade
Krak grenade Blight pistol 12" Pistol 1 4 0 1 0 Tactic 3 Nurgle's Gift Death Guard Tactic Use this Tactic after
1 Command
a Poxwalker
Point
from your kill team takes an enemy model out of action in the Fight phase. Roll a D6. On a 4+ you may set up a new Poxwalker within 1" of the Poxwalker that made the attack. The new Poxwalker is treated as a member of your kill team, but is not part of a fire team (pg 204) and is not added to your comm
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Plague Champion 5" 3+ 3+ 4 5 1 2 8 3+ 15 Disgustingly Resilient: 5+ negate wound loss; Blight grenade
Krak grenade Boltgun 24" Rapid Fire 1 4 0 1 0 Tactic 4 Nurgling Infestation Death Guard Tactic Use this Tactic at 2the
Command
end of the
Points
Movement phase. Pick an enemy model within 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound.
Poxwalker 4" 5+ 6+ 3 3 1 2 4 7+ 3 Disgustingly Resilient: 5+ negate wound loss; Improvised weapon Krak grenade 6" Grenade 1 6 -1 d3 0 Tactic 5 Putrid Splatter Death Guard Tactic Use this Tactic when
2 Command
a model from
Points
your kill team loses a wound in the Fight phase. Roll a D6 for each enemy model within 1" of that model. On a 6 that enemy model suffers 1 mortal wound after all of its attacks have been resolved.
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Foul Blightspawn (1) 5" 3+ 3+ 4 5 4 3 8 3+ 80 Unholy Death's Head: 1/battle, Blight grenade Type is Grenade 2D6Plague sprayer
Blight grenade
Krak grenade Meltagun 12" Assault 1 8 -4 d6 Half range best 2d6 D 3 Tactic 6 Veterans of the Long War Death Guard Tactic Use this Tactic when
2 Command
a Plague Points
Marine model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model's attacks that target Imperium models until the end of the phase.
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Foul Blightspawn (2) 5" 3+ 3+ 4 5 4 3 8 3+ 100 Unholy Death's Head: 1/battle, Blight grenade Type is Grenade 2D6Plague sprayer
Blight grenade
Krak grenade Plague belcher 9" Assault d6 4 0 1 RR wound 1s, Auto hit 3 Tactic 7
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Foul Blightspawn (3) 5" 3+ 3+ 4 5 4 3 8 3+ 120 Unholy Death's Head: 1/battle, Blight grenade Type is Grenade 2D6Plague sprayer
Blight grenade
Krak grenade Plague spewer 9" Heavy d6 5 -1 1 RR wound 1s, Auto hit 4 Tactic 8
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Foul Blightspawn (4) 5" 3+ 3+ 4 5 4 3 8 3+ 145 Unholy Death's Head: 1/battle, Blight grenade Type is Grenade 2D6Plague sprayer
Blight grenade
Krak grenade Plasma gun * 3 Tactic 9
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Tallyman (1) 5" 3+ 3+ 4 5 4 3 8 3+ 45 The Seven-fold Chant: 2D6 each time use Death Guard Tactic, if 7 refund
PlasmaCP;
pistol
Blight(TM)
grenade
Krak grenade Plasma gun (standard) 24" Rapid Fire 1 7 -3 1 0 Tactic 10
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Tallyman (2) 5" 3+ 3+ 4 5 4 3 8 3+ 60 The Seven-fold Chant: 2D6 each time use Death Guard Tactic, if 7 refund
PlasmaCP;
pistol
Blight(TM)
grenade
Krak grenade Plasma gun (supercharge) 24" Rapid Fire 1 8 -3 2 1 to hit out of action 0 Tactic 11
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Tallyman (3) 5" 3+ 3+ 4 5 4 3 8 3+ 75 The Seven-fold Chant: 2D6 each time use Death Guard Tactic, if 7 refund
PlasmaCP;
pistol
Blight(TM)
grenade
Krak grenade Plasma pistol (PC) * 1 Tactic 12
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Tallyman (4) 5" 3+ 3+ 4 5 4 3 8 3+ 100 The Seven-fold Chant: 2D6 each time use Death Guard Tactic, if 7 refund
PlasmaCP;
pistol
Blight(TM)
grenade
Krak grenade Plasma pistol (PC) (standard)12" Pistol 1 7 -3 1 0 Tactic 13
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Biologus Putrifier (1) 5" 3+ 3+ 4 5 4 3 8 3+ 50 Disgustingly Resilient: 5+ negate wound loss; Pestilential Explosion:Plague
Before knife
removing
Injector pistol
on
Hyper
6 non-Nurgle
blight
Krakgrenade
grenade
models within 3" suffer mortal wound; Plasma pistol (PC) (supercharge)
12" Pistol 1 8 -3 2 1 to hit out of action 0 Tactic 14
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Biologus Putrifier (2) 5" 3+ 3+ 4 5 4 3 8 3+ 65 Disgustingly Resilient: 5+ negate wound loss; Pestilential Explosion:Plague
Before knife
removing
Injector pistol
on
Hyper
6 non-Nurgle
blight
Krakgrenade
grenade
models within 3" suffer mortal wound; Bubotic axe Melee Melee U+1 -2 1 RR wound 1s 2 Tactic 15
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Biologus Putrifier (3) 5" 3+ 3+ 4 5 4 3 8 3+ 80 Disgustingly Resilient: 5+ negate wound loss; Pestilential Explosion:Plague
Before knife
removing
Injector pistol
on
Hyper
6 non-Nurgle
blight
Krakgrenade
grenade
models within 3" suffer mortal wound; Flail of corruption Melee Melee U+2 -2 1 RR wound 1s, d3 hits 4 Tactic 16
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Biologus Putrifier (4) 5" 3+ 3+ 4 5 4 3 8 3+ 105 Disgustingly Resilient: 5+ negate wound loss; Pestilential Explosion:Plague
Before knife
removing
Injector pistol
on
Hyper
6 non-Nurgle
blight
Krakgrenade
grenade
models within 3" suffer mortal wound; Great plague cleaver Melee Melee Ux2 -3 d6 RR wound 1s, -1 to hit 4 Tactic 17
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Plague Surgeon (1) 5" 3+ 3+ 4 5 4 3 8 3+ 45 Gene-seed Thief: Add 1 to hit and wound rolls in Fight against Adeptus
BoltAstartes;
pistolBalesword
Blight grenade
Krak grenade Improvised weapon Melee Melee U 0 1 0 Tactic 18
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Plague Surgeon (2) 5" 3+ 3+ 4 5 4 3 8 3+ 60 Gene-seed Thief: Add 1 to hit and wound rolls in Fight against Adeptus
BoltAstartes;
pistolBalesword
Blight grenade
Krak grenade Mace of contagion Melee Melee U+2 -1 3 RR wound 1s, -1 to hit 3 Tactic 19
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Plague Surgeon (3) 5" 3+ 3+ 4 5 4 3 8 3+ 75 Gene-seed Thief: Add 1 to hit and wound rolls in Fight against Adeptus
BoltAstartes;
pistolBalesword
Blight grenade
Krak grenade Plague knife Melee Melee U 0 1 RR wound 1s 0 Tactic 20
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Disgustingly Resilient: 5+ negate wound loss;
Plague Surgeon (4) 5" 3+ 3+ 4 5 4 3 8 3+ 100 Gene-seed Thief: Add 1 to hit and wound rolls in Fight against Adeptus
BoltAstartes;
pistolBalesword
Blight grenade
Krak grenade Plaguesword Melee Melee U 0 1 RR failed wound rolls 0 Tactic 21
Power fist Melee Melee Ux2 -3 d3 -1 to hit 4 Tactic 22
Icon of despair Nurgle Ld penalty p.116 3 Foul Blightspawn
Revolting
1 Stench Foul Blightspawn Aura
UseTactic
this Tactic at 1the
Command
start of the
Point
Fight phase. As long as this model is not shaken, enemy models that charged this turn and are within 3" of this model at the start of the Fight phase cannot be chosen to fight in the Hammer of Wrath section of the Fight phase, but can be chosen to fight in the Fight For Your Lives section instead. This ability
Plasma pistol (TM) * 0 Tallyman 1Festering Zealot Tallyman Aura TacticUse this Tactic at 1the
Command
start of the
Point
Fight phase. As long as this model is not shaken, you can RR failed hit rolls in the Fight phase for friendly models within 7" of this model.
Plasma pistol (TM) (standard)12" Pistol 1 7 -3 1 0 Biologus Putrifier
Blight Racks
1 Biologus Putrifier Aura
UseTactic
this Tactic at 1the
Command
start of the
Point
Shooting phase. As long as this model is not shaken, increase the Strength and Damage characteristics of all blight grenades carried by friendly Death Guard models by 1 whilst they are within 3" of this model. In addition, whilst a friendly model is within 3" of this model, each wound roll of 6+ made for that m
Plasma pistol (TM) (supercharge)
12" Pistol 1 8 -3 2 1 to hit out of action 0 Plague Surgeon
Tainted1 Narthecium Plague Surgeon AuraUse
Tactic
this Tactic at 1the
Command
start of the
Point
Fight phase. As long as this model is not shaken, you may RR any Disgustingly Resilient rolls of 1 made for friendly models within 3" of this model.
Plague sprayer 9" Assault D6 2D6 -3 3 Auto hit, RR wound 1s 0
Injector pistol 3" Pistol 1 4 -1 D6 RR wound 1s 0
Hyper blight grenade 6" Grenade D6 4 0 2 RR wound 1s, 6 mortal 0
Balesword Melee Melee U -3 1 RR wound 1s
Bolt pistol 12" Pistol 1 4 0 1 0
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
All is Dust: Sv +1 vs D 1, No penalty to hit for move and shoot heavy;
Rubric Marine 5" 3+ 3+ 4 4 1 1 7 3+ 16 Favoured of Tzeentch: 5++; Autopistol 12" Pistol 1 3 0 1 0 Tactic 1 Cycle of Slaughter Thousand Sons Tactic Use this Tactic at 2the
Command
end of the
Points
Fight phase. Pick a Tzaangor from your kil team - that model can immediately fight an additional time. Exalted Sorcerer Gaze of Fate 6 You can RR a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, woun
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
All is Dust: Sv +1 vs D 1, No penalty to hit for move and shoot heavy;
Rubric Marine Gunner 5" 3+ 3+ 4 4 1 1 7 3+ 16 Favoured of Tzeentch: 5++; Inferno bolt pistol 12" Pistol 1 4 -2 1 0 Tactic 2 Hungering Warpflame Thousand Sons Tactic Use this Tactic in 1the
Command
ShootingPoint
phase when you choose a model in your kill team to shoot with a warpflamer or warpflame pistol. Until the end of the phase, you
Exalted
can roll
Sorcerer
two dice when determining
Treasonthe
of Tzeentch
number of attacks made by that weapon and pick
8 Select
the highest
an enemy
result.
model that is within 12" of the psyker and visible to him and roll 2D6. If the r
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Aspiring Sorcerer 6" 3+ 3+ 4 4 1 2 8 3+ 17 Favoured of Tzeentch: 5++; Psyker: 1 Power, 1 Deny; Force stave Inferno boltgun 24" Rapid Fire 1 4 -2 1 0 Tactic 3 Immovable Automaton Thousand Sons Tactic Use this Tactic when
2 Command
a Rubric Points
Marine or Rubric Marine Gunner from your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound Exalted
instead.Sorcerer Bolt of Change 9 The closest enemy model within 12" of the psyker and visible to him suffers D3 mortal wounds
Tzaangor 6" 3+ 4+ 4 4 1 1 6 6+ 7 Aura of Dark Glory: 5++; Soulreaper cannon 24" Heavy 4 5 -3 1 4 Tactic 4 Malicious Familiar Thousand Sons Tactic Use this Tactic at 1the
Command
end of the
Point
Movement phase. Pick an enemy model within 1" of your Leader and roll a D6. On a 4+ that enemy model suffers 1 mortal wound.
Tzaangor Shaman Gaze of Fate 6 You can RR a single Advance roll, charge roll, Psychic test, Deny the Witch test, hit roll, woun
Twistbray 6" 3+ 4+ 4 4 1 2 7 6+ 8 Aura of Dark Glory: 5++; Warpflame pistol (AS) 6" Pistol d6 3 -2 1 Auto hit 1 Tactic 5 Sorcerous Focus Thousand Sons Tactic Use this Tactic at 2the
Command
start of your
Points
turn in the Psychic phase. Pick a Psyker model from your kill team that is within 2" of at least two other models from your killTzaangor
team. Add
Shaman
6" to the range ofTreason
this model's
of Tzeentch
Psybolt psychic power until the end of the phase.
8 Select an enemy model that is within 12" of the psyker and visible to him and roll 2D6. If the r
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Exalted Sorcerer (1) 6" 2+ 2+ 4 4 5 4 9 3+ 81 Favoured of Tzeentch: 5++; Psyker: 2 Powers, 1 Deny; Force stave
Frag grenade
Krak grenade Warpflamer 8" Assault d6 4 -2 1 Auto hit 4 Tactic 6 Veterans of the Long War Thousand Sons Tactic Use this Tactic when
2 Command
a Rubrik Points
Marine model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model's
Tzaangor
attacks Shaman
that target ImperiumBolt
models
of Change
until the end of the phase. 9 The closest enemy model within 12" of the psyker and visible to him suffers D3 mortal wounds
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Exalted Sorcerer (2) 6" 2+ 2+ 4 4 5 4 9 3+ 101 Favoured of Tzeentch: 5++; Psyker: 2 Powers, 1 Deny; Force stave
Frag grenade
Krak grenade Chainsword Melee Melee U 0 1 1 extra attack 0 Tactic 7
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Exalted Sorcerer (3) 6" 2+ 2+ 4 4 5 4 9 3+ 121 Favoured of Tzeentch: 5++; Psyker: 2 Powers, 1 Deny; Force stave
Frag grenade
Krak grenade Force stave Melee Melee U+2 -1 d3 0 Tactic 8
Death to the False Emporer: 6+ hit make extra attack vs Imperium;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Exalted Sorcerer (4) 6" 2+ 2+ 4 4 5 4 9 3+ 146 Favoured of Tzeentch: 5++; Psyker: 2 Powers, 1 Deny; Force stave
Frag grenade
Krak grenade Tzaangor blades Melee Melee U -1 1 1 extra attack 0 Tactic 9
Aura of Dark Glory: 5++;
Sorcerous Elixir: RR first failed Psychic test 1/battle;
Tzaangor Shaman (1) 12"3+ 3+ 4 4 4 3 8 6+ 40 Psyker: 1 Power, 1 Deny; Force stave
Disc of Tzeentch (TS) Brayhorn Tzaangors faster p.128 3 Tactic 10
Aura of Dark Glory: 5++;
Sorcerous Elixir: RR first failed Psychic test 1/battle;
Tzaangor Shaman (2) 12"3+ 3+ 4 4 4 3 8 6+ 55 Psyker: 1 Power, 1 Deny; Force stave
Disc of Tzeentch (TS) Icon of flame Tzeentch psychic p.116 1 Tactic 11
Aura of Dark Glory: 5++;
Sorcerous Elixir: RR first failed Psychic test 1/battle;
Tzaangor Shaman (3) 12"3+ 3+ 4 4 4 3 8 6+ 70 Psyker: 1 Power, 1 Deny; Force stave
Disc of Tzeentch (TS) Warpflame pistol (ES) 6" Pistol d6 3 -2 1 Auto hit 7 Tactic 12
Aura of Dark Glory: 5++;
Sorcerous Elixir: RR first failed Psychic test 1/battle;
Tzaangor Shaman (4) 12"3+ 3+ 4 4 4 3 8 6+ 95 Psyker: 1 Power, 1 Deny; Force stave
Disc of Tzeentch (TS) Plasma pistol (ES) * 7 Tactic 13
Plasma pistol (ES) (standard) 12" Pistol 1 7 -3 1 0 Tactic 14
Plasma pistol (ES) (supercharge) 12" Pistol 1 8 -3 2 1 to hit out of action 0 Tactic 15
Power sword Melee Melee U -3 1 0 Tactic 16
Tactic 17
Disc of Tzeentch (ES) Melee Melee 4 0 1 1 A, M 12", Fly, Daemon 20 Tactic 18
Tactic 19
Tactic 20
Disc of Tzeentch (TS) Melee Melee 4 0 1 1 A, M 12", Fly, Daemon 0 Tactic 21
Tactic 22
Frag grenade 6" Grenade d6 3 0 1 0
Krak grenade 6" Grenade 1 6 -1 d3 0
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Guardian Defender 7" 3+ 3+ 3 3 1 1 7 5+ 7 Battle Focus: Non-heavy weapons ignore movement restrictions and penalties; Shuriken Plasma
catapultgrenade Aeldari missile launcher * 5 Tactic 1 Asurmen's Blessing Craftworlds Tactic Use this Tactic when
1 Command
you choose
Point
a Dire Avenger from your kill team to shoot in the Shooting phase. You can RR failed hit rolls for that model until the end of the
Warlock
phase. Conceal/Reveal 5 Choose a model within 12" of the psyker. If you chose a friendly model, your opponent must s
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Heavy Weapon Platform 7" 6+ 3+ 3 3 2 1 7 3+ 8 Crewed Weapon: Requires guardian defender within 3", auto pass Nerve test, p.135 Aeldari missile launcher (sunburst) 48" Heavy d6 4 -1 1 0 Tactic 2 Feigned Retreat Craftworlds Tactic Use this Tactic after
1 Command
a model from
Point
your kill team Falls Back. That model can still shoot this battle round. Warlock Protect/Jinx 6 Choose a model within 12" of the psyker. If you chose a friendly model, add 1 to saving throws
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Storm Guardian 7" 3+ 3+ 3 3 1 1 7 5+ 6 Battle Focus: Non-heavy weapons ignore movement restrictions and penalties; Shuriken Plasma
pistol grenade Aeldari missile launcher (starshot) 48" Heavy 1 8 -2 d6 0 Tactic 3 Fire and Fade Craftworlds Tactic Use this Tactic after
1 Command
a model from
Point
your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7" as if it were the Movement
Warlock phase. Empower/Enervate 5 Choose a model within 12" If you chose a friendly model, add 1 to wound rolls in the Fight pha
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Storm Guardian Gunner 7" 3+ 3+ 3 3 1 1 7 5+ 7 Battle Focus: Non-heavy weapons ignore movement restrictions and penalties; Plasma grenade Avenger shuriken catapult 18" Assault 2 4 0 1 Wound 6+ at AP -3 0 Tactic 4 Matchless Ability Craftworlds Tactic Use this Tactic in 1the
Command
Movement
Point
phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead
Farseer
of rolling a dice. Guide 6 Choose a friendly model within 12" of the psyker. You can RR failed hit rolls for that model's ra
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Ranger 7" 3+ 3+ 3 3 1 1 7 5+ 11 Cameleoline Cloak: Additional -1 to shooting hit rolls when obscured; Shuriken Ranger
pistol long rifle Bright lance 36" Heavy 1 8 -4 d6 4 Tactic 5 Phantasm Craftworlds Tactic Use this Tactic at 2the
Command
beginningPoints
of the first battle round. Pick a model from your kill team and set it up again, anywhere in your deployment zone. Farseer Fortune 6 Choose a friendly model within 12" of the psyker. Until the next Psychic phase, roll a D6 each
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Dire Avenger 7" 3+ 3+ 3 3 1 1 8 4+ 10 Defence Tactics: Overwatch hits on 5 or 6; Avenger shuriken
Plasma grenade
catapult Flamer 8" Assault d6 4 0 1 Auto hit 3 Tactic 6 Rune of Ynnead Craftworlds Tactic Use this Tactic when
2 Command
a model from
Points
your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound instead. Farseer Will of Asuryan 5 Friendly models automatically pass Nerve tests while they are within 6" of the psyker until the n
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Defence Tactics: Overwatch hits on 5 or 6;
Dire Avenger Exarch 7" 3+ 3+ 3 3 2 2 8 4+ 11 Battle Fortune: 4++; Plasma grenade Fusion gun 12" Assault 1 8 -4 d6 Half range best 2d6 D 3 Tactic 7
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Forceshield: 4++; Children of Baharroth: Requires wings, Set up in skies, C 63;
Autarch (1) 7" 2+ 2+ 3 3 5 4 9 3+ 55 Mandiblasters: Requires wings, Pick enemy within 1" and roll D6. On 6 mortal wound, Plasma
C 63; grenade Plasma grenade 6" Grenade d6 4 -1 1 0 Tactic 8
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Forceshield: 4++; Children of Baharroth: Requires wings, Set up in skies, C 63;
Autarch (2) 7" 2+ 2+ 3 3 5 4 9 3+ 70 Mandiblasters: Requires wings, Pick enemy within 1" and roll D6. On 6 mortal wound, Plasma
C 63; grenade Ranger long rifle 36" Heavy 1 4 0 1 Range, mortal p.137 0 Tactic 9
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Forceshield: 4++; Children of Baharroth: Requires wings, Set up in skies, C 63;
Autarch (3) 7" 2+ 2+ 3 3 5 4 9 3+ 85 Mandiblasters: Requires wings, Pick enemy within 1" and roll D6. On 6 mortal wound, Plasma
C 63; grenade Scatter laser 36" Heavy 4 6 0 1 2 Tactic 10
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Forceshield: 4++; Children of Baharroth: Requires wings, Set up in skies, C 63;
Autarch (4) 7" 2+ 2+ 3 3 5 4 9 3+ 110 Mandiblasters: Requires wings, Pick enemy within 1" and roll D6. On 6 mortal wound, Plasma
C 63; grenade Shuriken cannon 24" Assault 3 6 0 1 Wound 6+ at AP -3 2 Tactic 11
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Warlock (1) 7" 3+ 3+ 3 3 2 2 8 6+ 20 Rune Armour: 4++; Psyker: 1 Power, 1 Deny; Shuriken pistol Shuriken catapult 12" Assault 2 4 0 1 Wound 6+ at AP -3 0 Tactic 12
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Warlock (2) 7" 3+ 3+ 3 3 2 2 8 6+ 25 Rune Armour: 4++; Psyker: 1 Power, 1 Deny; Shuriken pistol Shuriken pistol 12" Pistol 1 4 0 1 Wound 6+ at AP -3 0 Tactic 13
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Warlock (3) 7" 3+ 3+ 3 3 2 2 8 6+ 40 Rune Armour: 4++; Psyker: 1 Power, 1 Deny; Shuriken pistol Starcannon 36" Heavy 2 6 -3 d3 3 Tactic 14
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Warlock (4) 7" 3+ 3+ 3 3 2 2 8 6+ 60 Rune Armour: 4++; Psyker: 1 Power, 1 Deny; Shuriken pistol Aeldari blade Melee Melee U 0 1 RR failed wound rolls 0 Tactic 15
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Rune Armour: 4++; Psyker: 2 Power, 2 Deny;
Farseer (1) 7" 2+ 2+ 3 3 5 2 9 6+ 55 Ghosthelm: Ignore mortal wound on 5+, 2+ if Perils of the Warp; Shuriken pistol Chainsword Melee Melee U 0 1 1 extra attack 0 Tactic 16
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Rune Armour: 4++; Psyker: 2 Power, 2 Deny;
Farseer (2) 7" 2+ 2+ 3 3 5 2 9 6+ 70 Ghosthelm: Ignore mortal wound on 5+, 2+ if Perils of the Warp; Shuriken pistol Diresword Melee Melee U -2 1 Wound 6+ mortal wound 2 Tactic 17
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Rune Armour: 4++; Psyker: 2 Power, 2 Deny;
Farseer (3) 7" 2+ 2+ 3 3 5 2 9 6+ 85 Ghosthelm: Ignore mortal wound on 5+, 2+ if Perils of the Warp; Shuriken pistol Power glaive Melee Melee U+1 -2 1 1 Tactic 18
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Rune Armour: 4++; Psyker: 2 Power, 2 Deny;
Farseer (4) 7" 2+ 2+ 3 3 5 2 9 6+ 110 Ghosthelm: Ignore mortal wound on 5+, 2+ if Perils of the Warp; Shuriken pistol Shimmershield Models in 2" have 5++ 4 Tactic 19
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Cameleoline Cloak: Additional -1 to shooting hit rolls when obscured;
Amallyn Shadowguide (1)7" 3+ 2+ 3 3 3 2 7 5+ 30 Phase Crystal: 4++ and move across models and ignore terrain; Ranger long
Power
rifleblade
Plasma grenade Fusion pistol 6" Pistol 1 8 -4 D6 At 3", best of 2D6 D 10 Tactic 20
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Cameleoline Cloak: Additional -1 to shooting hit rolls when obscured;
Amallyn Shadowguide (2)7" 3+ 2+ 3 3 3 2 7 5+ 35 Phase Crystal: 4++ and move across models and ignore terrain; Ranger long
Power
rifleblade
Plasma grenade Power sword Melee Melee U -3 1 0 Tactic 21
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Cameleoline Cloak: Additional -1 to shooting hit rolls when obscured;
Amallyn Shadowguide (3)7" 3+ 2+ 3 3 3 2 7 5+ 50 Phase Crystal: 4++ and move across models and ignore terrain; Ranger long
Power
rifleblade
Plasma grenade Star glaive Melee Melee Ux2 -3 D3 -1 to hit 0 Tactic 22
Ancient Doom: RR Fight hits vs Slaanesh, Ld -1 near Slaanesh;
Battle Focus: Non-heavy weapons ignore movement restrictions and penalties;
Cameleoline Cloak: Additional -1 to shooting hit rolls when obscured;
Amallyn Shadowguide (4)7" 3+ 2+ 3 3 3 2 7 5+ 60 Phase Crystal: 4++ and move across models and ignore terrain; Ranger long
Power
rifleblade
Plasma grenade Swooping hawk wings M 14", Fly 20 Autarch 1 The Path of Command
Autarch Aura TacticUse this Tactic at 1the
Command
start of the
Point
battle round. As long as this model is not shaken, you can RR hit rolls of 1 for friendly models within 6" of this model.
Witchblade Melee Melee U 0 D3 Wounds on 2+ 0
Singing spear (W) * 3
Singing spear (W) (Ranged) 12" Assault 1 9 0 D3 Wounds on 2+ 0
Singing spear (W) (Melee) Melee Melee U 0 D3 Wounds on 2+ 0
Singing spear (F) * 5
Singing spear (F) (Ranged) 12" Assault 1 9 0 D3 Wounds on 2+
Singing spear (F) (Melee) Melee Melee U 0 D3 Wounds on 2+
Power blade Melee Melee U -2 1 0
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Kabalite Warrior 7" 3+ 3+ 3 3 1 1 7 5+ 7 Power from Pain: p.142; Splinter rifle Blast pistol 6" Pistol 1 8 -4 d6 2 Tactic 1 Cruel Deception Drukhari Tactic Use this Tactic after
1 Command
a model from
Point
your kill team Falls Back. That model can still shooot this battle round.
Kabalite Gunner 7" 3+ 3+ 3 3 1 1 7 5+ 8 Power from Pain: p.142; Blaster 18" Assault 1 8 -4 d6 3 Tactic 2 Fire and Fade Drukhari Tactic Use this Tactic after
1 Command
a model from
Point
your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7" as if it were the Movement phase.
Sybarite 7" 3+ 3+ 3 3 1 2 8 5+ 8 Power from Pain: p.142; Dark lance 36" Heavy 1 8 -4 d6 4 Tactic 3 Pray They Don't Take You Alive Drukhari Tactic Use this Tactic if a2 model
Command
from Points
your kill team takes an enemy Leader out of action in the Fight phase. For the remainder of the battle, models in that enemy Leader's kill team must subract 1 from their Leadership characteristic.
Power from Pain: p.142; Combat Drugs: p.142;
Dodge: 4++ in Fight phase;
Wych 8" 3+ 3+ 3 3 1 2 7 6+ 8 No Escape: Infantry within 1" roll off to fall back; Splinter pistol
Hekatarii Plasma
blade grenade Phantasm grenade launcher 18" Assault d3 1 0 1 Model hit -1 Ld 1 round 1 Tactic 4 Torment Grenade Drukhari Tactic Use this Tactic when
2 Command
you choose
Points
a model in your kill team to shoot with a phantasm grenade launcher. If an enemy model is hit by any attacks made with that weapon this phase, then, in addition to the normal effects, roll 3D6. If the result is higher than the target's Leadership characteristic, it suffers 1 mortal wound.
Power from Pain: p.142; Combat Drugs: p.142;
Dodge: 4++ in Fight phase;
Wych Fighter 8" 3+ 3+ 3 3 1 2 7 6+ 9 No Escape: Infantry within 1" roll off to fall back; Plasma grenade Plasma grenade 6" Grenade d6 4 -1 1 0 Tactic 5
Power from Pain: p.142; Combat Drugs: p.142;
Dodge: 4++ in Fight phase;
Hekatrix 8" 3+ 3+ 3 3 1 3 8 6+ 9 No Escape: Infantry within 1" roll off to fall back; Plasma grenade Shredder 12" Assault d6 6 -1 1 RR wounds vs Infantry 1 Tactic 6
Power from Pain: p.142;
Archon (1) 8" 2+ 2+ 3 3 5 5 9 5+ 56 Shadowfield: 2++ cannot RR, if fail, ceases to function; Splinter cannon 36" Rapid Fire 3 * 0 1 Wounds on 4+ 3 Tactic 7 Architect of Pain Drukhari Tactic Use this Tactic at 1the
Command
start of the
Point
battle round. Choose a model from your kill team that has the Power From Pain ability. Until the end of the battle round, that model treats the current battle round as being 1 higher than it actually is when determining what bonuses it gains from the Power From Pain table.
Power from Pain: p.142;
Archon (2) 8" 2+ 2+ 3 3 5 5 9 5+ 71 Shadowfield: 2++ cannot RR, if fail, ceases to function; Splinter pistol 12" Pistol 1 * 0 1 Wounds on 4+ 0 Tactic 8 Bloodied Grace Drukhari Tactic Use this Tactic when
1 Command
a Wych from
Pointyour kill team would consolidate as part of fighting in the Fight phase. You may move them up to 6" instead of up to 3".
Power from Pain: p.142;
Archon (3) 8" 2+ 2+ 3 3 5 5 9 5+ 86 Shadowfield: 2++ cannot RR, if fail, ceases to function; Splinter rifle 24" Rapid Fire 1 * 0 1 Wounds on 4+ 0 Tactic 9 Hunt From the Shadows Drukhari Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team is chosen as the target of an enemy attack in the Shooting phase and it is obscured. Until the end of the phase, add 1 to that model's saving throws.
Power from Pain: p.142;
Archon (4) 8" 2+ 2+ 3 3 5 5 9 5+ 111 Shadowfield: 2++ cannot RR, if fail, ceases to function; Agoniser Melee Melee * -2 1 Wounds on 4+ 2 Tactic 10 Hyperstimm Drukhari Tactic Use this Tactic at 1the
Command
start of the
Point
battle round. Choose a model from your kill team that has the Combat Drugs ability. Until the end of the battle round, the bonus that model receives from its Combat Drugs is doubled. At the end of the battle round, roll a D6. If you roll a 1, the model suffers a mortal wound.
Power from Pain: p.142; Combat Drugs: p.142;
Lightning Dodge: 4++;
Succubus (1) 8" 2+ 2+ 3 3 5 4 8 6+ 48 No Escape: Infantry within 1" roll off to fall back; Agoniser Archite
(COM) glaive Hekatarii blade Melee Melee U 0 1 1 extra attack 0 Tactic 11 Lightning-fast Reactions Drukhari Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team is chosen as the target of an enemy attack in the Shooting of Fight phase. Your opponent(s) must subtract 1 from hit rolls that target this model for the rest of the phase.
Power from Pain: p.142; Combat Drugs: p.142;
Lightning Dodge: 4++;
Succubus (2) 8" 2+ 2+ 3 3 5 4 8 6+ 63 No Escape: Infantry within 1" roll off to fall back; Agoniser Archite
(COM) glaive Hydra gauntlets Melee Melee U -1 1 RR wounds, +1 attack 2 Tactic 12 Murderous Rivalry Drukhari Tactic Use this Tactic at 2the
Command
start of the
Points
Hammer of Wrath section of the FIght phase. The first time it is your turn to choose a model that charged to fight with, you may instead choose two models from your kill team that ended their charge moves within 4" of each other. You may resolve both models' attacks before any other player chooses a m
Power from Pain: p.142; Combat Drugs: p.142;
Lightning Dodge: 4++;
Succubus (3) 8" 2+ 2+ 3 3 5 4 8 6+ 78 No Escape: Infantry within 1" roll off to fall back; Agoniser Archite
(COM) glaive Power sword Melee Melee U -3 1 2 Tactic 13 Profane the Ruins Drukhari Tactic Use this Tactic at 2the
Command
beginningPoint
of the battle round. Choose an Eldritch Ruin. Until the end of the battle round, models from your kill team treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain from the Power From Pain table whilst they are within 1" of that ruin.
Power from Pain: p.142; Combat Drugs: p.142;
Lightning Dodge: 4++;
Succubus (4) 8" 2+ 2+ 3 3 5 4 8 6+ 103 No Escape: Infantry within 1" roll off to fall back; Agoniser Archite
(COM) glaive Razorflails Melee Melee U -1 1 RR hits, +1 attack 2 Tactic 14 Dark Majesty Drukhari Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
battle round if your kill team includes a Commander. As long as that model is not shaken, models from your kill team within 6" of this model ignore the penalty to their hit rolls from one flesh wound they have suffered.
Power from Pain: p.142;
Haemonculus (1) 7" 2+ 2+ 3 4 5 5 8 6+ 30 Insensible to Pain: 5++; Stinger pistol
Haemonculus tools Shardnet and impaler Melee Melee U -1 2 1 extra attack 2 Tactic 15
Power from Pain: p.142;
Haemonculus (2) 7" 2+ 2+ 3 4 5 5 8 6+ 35 Insensible to Pain: 5++; Stinger pistol
Haemonculus tools Blast pistol (COM) 6" Pistol 1 8 -4 d6 10 Tactic 16
Power from Pain: p.142;
Haemonculus (3) 7" 2+ 2+ 3 4 5 5 8 6+ 50 Insensible to Pain: 5++; Stinger pistol
Haemonculus tools Agoniser (COM) Melee Melee * -2 1 Wounds on 4+ 0 Tactic 17
Power from Pain: p.142;
Haemonculus (4) 7" 2+ 2+ 3 4 5 5 8 6+ 70 Insensible to Pain: 5++; Stinger pistol
Haemonculus tools Power sword (COM) Melee Melee U -3 1 0 Tactic 18
Power from Pain: p.142; Combat Drugs: p.142;
Lightning Dodge: 4++;
Vysa Kharavyxis (1)
8" 2+ 2+ 3 3 5 4 8 6+ 48 No Escape: Infantry within 1" roll off to fall back; Agoniser Archite
(COM) glaive Archite glaive Melee Melee U+2 -3 1 -1 to hit 0 Tactic 19
Power from Pain: p.142; Combat Drugs: p.142;
Lightning Dodge: 4++;
Vysa Kharavyxis (2)
8" 2+ 2+ 3 3 5 4 8 6+ 63 No Escape: Infantry within 1" roll off to fall back; Agoniser Archite
(COM) glaive Huskblade Melee Melee U+1 -2 D3 0 Tactic 20
Power from Pain: p.142; Combat Drugs: p.142;
Lightning Dodge: 4++;
Vysa Kharavyxis (3)
8" 2+ 2+ 3 3 5 4 8 6+ 78 No Escape: Infantry within 1" roll off to fall back; Agoniser Archite
(COM) glaive Venom blade Melee Melee * 0 1 Wounds on 2+ 0 Tactic 21
Power from Pain: p.142; Combat Drugs: p.142;
Lightning Dodge: 4++;
Vysa Kharavyxis (4)
8" 2+ 2+ 3 3 5 4 8 6+ 103 No Escape: Infantry within 1" roll off to fall back; Agoniser Archite
(COM) glaive Stinger pistol 12" Pistol 1 * 0 1 Wounds on 2+ 0 Tactic 22
Haemonculus tools Melee Melee * 0 1 Wounds on 4+ 0 Archon 1 Overlord Archon Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Shooting phase. As long as this model is not shaken, you can RR hit rolls of 1 for friendly models within 6" of this model.
Ichor injector Melee Melee U -1 1 RR fail wound 6+ mortal 5 Succubus Bride
1 of Death Succubus Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Fight phase. As long as this model is not shaken, you can RR hit rolls of 1 for friendly models within 6" of this model.
Succubus Acrobatic
2 Leap Succubus TacticUse this Tactic when
1 Command
you choose
Point
a Succubus from your kill team to move in the Movement phase. For the duration of the phase, that model can move as if it could Fly.
Haemonculus
Master
1 of Pain Haemonculus Aura
UseTactic
this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, add 1 to the Toughness characteristic of friendly models within 6" of this model.
Vysa Kharavyxis
Bride of1 Death Succubus Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Fight phase. As long as this model is not shaken, you can RR hit rolls of 1 for friendly models within 6" of this model.
Vysa Kharavyxis
Acrobatic
2 Leap Succubus TacticUse this Tactic when
1 Command
you choose
Point
a Succubus from your kill team to move in the Movement phase. For the duration of the phase, that model can move as if it could Fly.
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Player 8" 3+ 3+ 3 3 1 4 8 6+ 12 Holo-suit: 4++; Plasma grenade Fusion pistol (P) 6" Pistol 1 8 -4 d6 3 Tactic 1 Cegorach's Jest Harlequins Tactic Use this Tactic after
2 Command
an enemyPoints
model has Fallen Back from a model from your kill team. Provided no other enemy models are within 1" of your model, it can shoot
Shadowseer
at the model that Fell Back
Fog
asof
if itDreams
were the Shooting phase. 5 Select an enemy model within 12" of and visible to the psyker. Until the start of the next Psy
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Troupe Master (1) 8" 2+ 2+ 3 3 5 5 9 6+ 50 Holo-suit: 4++; Plasma grenade Neuro disruptor (P) 12" Pistol 1 4 -3 d3 2 Tactic 2 Fire and Fade Harlequins Tactic Use this Tactic after
1 Command
a model from
Point
your kill team shoots in the Shooting phase. The model can immediately make a normal move of up to 7" as if it were the Movement
Shadowseer
phase. Webway Dance 7 Until the start of the next Psychic phase, roll a D6 whenever a friendly model within 6" of the
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Troupe Master (2) 8" 2+ 2+ 3 3 5 5 9 6+ 65 Holo-suit: 4++; Plasma grenade Plasma grenade 6" Grenade d6 4 -1 1 0 Tactic 3 Mirthless Hatred Harlequins Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team is chosen to fight. RR failed hit rolls and failed wound rolls for this model's attacks that target Slaanesh models
Shadowseer
until the end of the phase. Mirror of Minds 7 Select an enemy model within 12" of the psyker. Then both controlling players roll a D6. If t
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Troupe Master (3) 8" 2+ 2+ 3 3 5 5 9 6+ 80 Holo-suit: 4++; Plasma grenade Shuriken pistol 12" Pistol 1 4 0 1 Wound 6+ at AP -3 0 Tactic 4 Prismatic Blur Harlequins Tactic Use this Tactic in 1the
Command
Movement
Point
phase when a model from your kill team Advances. That model has a 3+ invulnerable save until the start of the next battle round.
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Troupe Master (4) 8" 2+ 2+ 3 3 5 5 9 6+ 105 Holo-suit: 4++; Plasma grenade Harlequin's blade Melee Melee U 0 1 0 Tactic 5 War Dancers Harlequins Tactic Use this Tactic at 2the
Command
end of the
Points
Fight phase. Pick a model from your kill team that has already fought this phase. That model can immediately fight an addition time.
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Shadowseer (1) 8" 2+ 2+ 3 3 5 3 9 6+ 65 Holo-suit: 4++; Psyker: 2 Powers, 1 Deny; Hallucinogen
Miststave
grenade launcher Harlequin's caress (P) Melee Melee U+2 -2 1 3 Tactic 6 Warrior Acrobats Harlequins Tactic Use this Tactic in 1the
Command
Movement
Point
phase when a model from your kill team Advances. Add 6" to the model's Move characteristic for that Movement phase instead of rolling a dice.
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Shadowseer (2) 8" 2+ 2+ 3 3 5 3 9 6+ 80 Holo-suit: 4++; Psyker: 2 Powers, 1 Deny; Hallucinogen
Miststave
grenade launcher Harlequin's embrace (P) Melee Melee U+1 -3 1 2 Tactic 7
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Shadowseer (3) 8" 2+ 2+ 3 3 5 3 9 6+ 95 Holo-suit: 4++; Psyker: 2 Powers, 1 Deny; Hallucinogen
Miststave
grenade launcher Harlequin's kiss (P) Melee Melee U+1 -1 d3 4 Tactic 8
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Shadowseer (4) 8" 2+ 2+ 3 3 5 3 9 6+ 120 Holo-suit: 4++; Psyker: 2 Powers, 1 Deny; Hallucinogen
Miststave
grenade launcher Power sword Melee Melee U -3 1 4 Tactic 9
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Holo-suit: 4++; Deadly Hunter: Ignore obscure;
Death Jester (1) 8" 2+ 2+ 3 3 5 4 9 6+ 45 Death is not Enough: If take out enemy, +1 enemy Nerve tests this turn; Shrieker cannon Fusion pistol (COM) 6" Pistol 1 8 -4 d6 10 Tactic 10
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Holo-suit: 4++; Deadly Hunter: Ignore obscure;
Death Jester (2) 8" 2+ 2+ 3 3 5 4 9 6+ 60 Death is not Enough: If take out enemy, +1 enemy Nerve tests this turn; Shrieker cannon Neuro disruptor (COM) 12" Pistol 1 4 -3 d3 6 Tactic 11
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Holo-suit: 4++; Deadly Hunter: Ignore obscure;
Death Jester (3) 8" 2+ 2+ 3 3 5 4 9 6+ 75 Death is not Enough: If take out enemy, +1 enemy Nerve tests this turn; Shrieker cannon Harlequin's caress (COM)Melee Melee U+2 -2 1 7 Tactic 12
Flip Belt: Move through models, ignore vertical, never suffer fall damge, p.149;
Rising Crescendo: Charge 3d6" within 18"
Holo-suit: 4++; Deadly Hunter: Ignore obscure;
Death Jester (4) 8" 2+ 2+ 3 3 5 4 9 6+ 100 Death is not Enough: If take out enemy, +1 enemy Nerve tests this turn; Shrieker cannon Harlequin's embrace (COM)
Melee Melee U+1 -3 1 6 Tactic 13
Harlequin's kiss (COM) Melee Melee U+1 -1 d3 9 Tactic 14
Hallucinogen grenade launcher
18" Assault 1 * * * Roll 2D6 >= Ld mortal 0 Tactic 15
Miststave Melee Melee U+2 -1 D3 0 Tactic 16
Shrieker cannon * 0 Tactic 17
Shrieker cannon (shrieker)24" Assault 1 6 -1 1 Mortal to nearby on kill 0 Tactic 18
Shrieker cannon (shuriken)
24" Assault 3 6 0 1 0 Tactic 19
Tactic 20
Tactic 21
Tactic 22
Troupe Master
Choreographer
1 of Troupe
War Master Aura
Use
Tactic
this Tactic at 1the
Command
start of the
Point
Fight phase. As long as this model is not shaken, you can RR failed wound rolls for friendly models that are within 6" of this model.
Death Jester
The1 Art of the Kill Death Jester Aura Use
Tactic
this Tactic at 1the
Command
start of the
Point
Shooting phase. As long as this model is not shaken, you can add 1 to wound rolls for friendly models that are within 6" of this model.
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Necron Warrior 5" 3+ 3+ 4 4 1 1 10 4+ 12 Reanimation Protocols: Injury roll of 6 restores one wound and removes all flesh wounds; Gauss flayer Gauss blaster 24" Rapid Fire 1 5 -2 1 0 Tactic 1 Disruption Fields Necrons Tactic Use this Tactic when
1 Command
you choose
Point
a model in your kill team to fight in the FIght phase. Increase the Strength characteristic of that model by 1 until the end of the phase.
Immortal 5" 3+ 3+ 4 4 1 1 10 3+ 16 Reanimation Protocols: Injury roll of 6 restores one wound and removes all flesh wounds; Gauss flayer 24" Rapid Fire 1 4 -1 1 0 Tactic 2 Flensing Fury Necrons Tactic Use this Tactic when
1 Command
you choose
Point
a Flayed One in your kill team to fight in the Fight phase. Until the end of the phase, each time you make a wound roll of 6+ for that model's flayer claws, add 1 to the Damage characteristic of the weapon for that attack.
Flayed One 5" 3+ 6+ 4 4 1 3 10 4+ 10 Reanimation Protocols: Injury roll of 6 restores one wound and removes all flesh wounds; Flayer claws Synaptic disintegrator 24" Rapid Fire 1 4 0 1 Range, Mortal p.156 0 Tactic 3 Mindshackle Scarabs Necrons Tactic Use this Tactic at 2the
Command
start of the
Points
Shooting phase. Pick an enemy model within 6" of a model from your kill team and roll 2D6. If the result is higher than the enemy model's Leadership characteristic, you can immediately make a shooting attack with one of that model's range weapons as if it were a model from your kill team.
Deathmark 5" 3+ 3+ 4 4 1 1 10 3+ 15 Reanimation Protocols: Injury roll of 6 restores one wound and removes all flesh wounds; Synaptic disintegrator Tesla carbine 24" Assault 2 5 0 1 6 to hit is 3 hits 0 Tactic 4 Overcharged Disintegration Necrons Tactic Use this Tactic in 2the
Command
ShootingPoints
phase when you choose a model in your kill team to shoot with a gauss flayer or gauss blaster. Improve the Armour Penetration characteristic of that weapon by 1 until the end of the phase (e.g. AP -1 becomes AP -2, AP -2 becomes AP -3).
Living Metal: Recover 1 wound at start of each battle round;
Overlord (1) 5" 2+ 2+ 5 5 5 3 10 3+ 86 Phase Shifter: 4++; Flayer claws Melee Melee U 0 1 RR failed wound rolls 0 Tactic 5 Prime Reanimation Protocols Necrons Tactic Use this Tactic when
2 Command
an Injury Points
roll is made for a model from your kill team. Roll an additional dice and apply the lowest result.
Living Metal: Recover 1 wound at start of each battle round;
Overlord (2) 5" 2+ 2+ 5 5 5 3 10 3+ 106 Phase Shifter: 4++; Canoptek cloak Move 10", Fly 10 Tactic 6 Targeting Routines Necrons Tactic Use this Tactic when
1 Command
you choose
Point
a model in your kill team to shoot in the Shooting phase. Add 1 to hit rolls for that model against targets which are obscured.
Living Metal: Recover 1 wound at start of each battle round;
Overlord (3) 5" 2+ 2+ 5 5 5 3 10 3+ 126 Phase Shifter: 4++; Staff of light * 0 Tactic 7 Assured Disintegration Necrons Tactic Use this Tactic before
1 Command
a Deathmark
Point shoots. Until the end of the phase you may re-roll the dice to hit with that model.
Living Metal: Recover 1 wound at start of each battle round;
Overlord (4) 5" 2+ 2+ 5 5 5 3 10 3+ 151 Phase Shifter: 4++; Staff of light (melee) Melee Melee U -2 1 0 Tactic 8 Deathless Ire Necrons Tactic Use this Tactic when
2 Command
a model from
Points
your kill team suffers a flesh wound as the result of an Injury roll. It is shaken instead.
Cryptek (1) 5" 3+ 3+ 4 4 4 1 10 4+ 44 Living Metal: Recover 1 wound at start of each battle round; Staff of light Staff of light (ranged) 12" Assault 3 5 -2 1 0 Tactic 9 Entropic Strike Necrons Tactic Use this Tactic when
1 Command
you choose
Point
a model in your kill team to fight in the Fight phase. Until the end of the phase, if this model's attacks reduce a target to 0 wounds, add 1 to the Injury roll you make for that target.
Cryptek (2) 5" 3+ 3+ 4 4 4 1 10 4+ 59 Living Metal: Recover 1 wound at start of each battle round; Staff of light Voidscythe Melee Melee Ux2 -4 3 -1 to hit 0 Tactic 10 Resurrection Protocols Necrons Tactic Use this Tactic when
2 Command
your Leader
Points
is slain. Instead of removing the model, place it on its side. At the end of the phase, roll a D6. On a 4+ the model is no longer slain: stand the model up again as close as possible to its previous position but more than 1" away from enemy models with 1 wound remaining. If a model is still on the battlefield at t
Cryptek (3) 5" 3+ 3+ 4 4 4 1 10 4+ 74 Living Metal: Recover 1 wound at start of each battle round; Staff of light Warscythe Melee Melee U+2 -4 2 0 Tactic 11 Superior Inheritance Necrons Tactic Use this Tactic after
1 Command
a model from
Point
your kill team shoots with a gauss flayer or gauss blaster. That model can immediately shoot again with the same weapon.
Cryptek (4) 5" 3+ 3+ 4 4 4 1 10 4+ 99 Living Metal: Recover 1 wound at start of each battle round; Staff of light Tactic 12 Tireless Advance Necrons Tactic Use this Tactic at 1the
Command
start of the
Point
Shooting phase. One model of your choice from your kill team becomes Readied (even if it moved in the previous Movement phase) and may shoot in this phase as if they had not moved in the Movement phase. This Tactic may not be used on a model that is within 1" of an enemy model.
Living Metal: Recover 1 wound at start of each battle round;
Ankra the Colossus
5" 2+
(1) 2+ 5 5 5 3 10 3+ 86 Phase Shifter: 4++; Voidscythe Tactic 13 Grisly Trophies Necrons Tactic Use this Tactic at 2the
Command
beginningPoints
of the Morale phase, if models from your kill team are the only models on an Imperial Defense Line model. Your opponent(s) must add 1 to any Nerve tests they take for enemy models within 4"of that Imperial Defense Line.
Living Metal: Recover 1 wound at start of each battle round;
Ankra the Colossus
5" 2+
(2) 2+ 5 5 5 3 10 3+ 106 Phase Shifter: 4++; Voidscythe Tactic 14 Enduring Will Necrons Tactic Use this Tactic at 2the
Command
start of the
Points
battle round if your kill team includes a Commander, as long as that model is not shaken. Until the end of the battle round, reduce the damage that model suffers from each attack by 1, to a minimum of 1.
Living Metal: Recover 1 wound at start of each battle round;
Ankra the Colossus
5" 2+
(3) 2+ 5 5 5 3 10 3+ 126 Phase Shifter: 4++; Voidscythe Tactic 15
Living Metal: Recover 1 wound at start of each battle round;
Ankra the Colossus
5" 2+
(4) 2+ 5 5 5 3 10 3+ 151 Phase Shifter: 4++; Voidscythe Tactic 16
Tactic 17
Tactic 18
Tactic 19
Tactic 20
Tactic 21
Tactic 22
Use this Tactic at the start of the battle round. As long as this model is not shaken, you can add 1 to Advance, charge and hit rolls for friendly models within 6" of this model.
/
Overlord 1 My Will Be Done / Vendetta Overlord Aura Tactic
When/ Overlord
you add anTactic
2Overlord
CP / 1 CPto your kill team or command roster, pick a Faction keyword. Use this Tactic when you pick an Overlord to fight in the Fight phase. RR hit and wound rolls of 1 for that model's attacks when targetting enemy models with the Faction keyword you chose.
Overlord 2 Resurrection Orb Overlord Tactic Use this Tactic at 3the
Command
end of the
Points
Morale phase if an Overlord from your kil team is on the battlefield and not shaken. Pick a friendly model that is out of action and roll a D6; on a 2+ set up that model with 1 wound remaining and no flesh wounds anywhere within 3" of the Overlord that is more than 1" from enemy models. This Tactic can only
Cryptek 1 Chronometron Cryptek Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
battle round. As long as this model is not shaken, friendly models within 3" of this model have a 5+ invulnerable save.
Cryptek 2 Technomancer Cryptek Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
battle round. As long as this model is not shaken, you can ignore the penalty to hit rolls for one flesh wound suffered by friendly models within 6" of this model.
Use this Tactic at the start of the battle round. As long as this model is not shaken, you can add 1 to Advance, charge and hit rolls for friendly models within 6" of this model.
/
Ankra the Colossus
My Will Be
1 Done / Vendetta Overlord Aura Tactic
When/ Overlord
you add anTactic
2Overlord
CP / 1 CPto your kill team or command roster, pick a Faction keyword. Use this Tactic when you pick an Overlord to fight in the Fight phase. RR hit and wound rolls of 1 for that model's attacks when targetting enemy models with the Faction keyword you chose.
Ankra the Colossus
Resurrection
2 Orb Overlord Tactic Use this Tactic at 3the
Command
end of the
Points
Morale phase if an Overlord from your kil team is on the battlefield and not shaken. Pick a friendly model that is out of action and roll a D6; on a 2+ set up that model with 1 wound remaining and no flesh wounds anywhere within 3" of the Overlord that is more than 1" from enemy models. This Tactic can only
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Ork Boy 5" 3+ 5+ 4 4 1 2 6 6+ 6 Ere We Go: RR failed charge rolls; Stikkbomb Big Shoota 36" Assault 3 5 0 1 0 Tactic 1 Dakka Dakka Dakka Orks Tactic Use this Tactic after
1 Command
a model from
Point
your kill team shoots in the Shooting phase. You can immediately shoot an additional time with that model.
Ork Boy Gunner 5" 3+ 5+ 4 4 1 2 6 6+ 7 Ere We Go: RR failed charge rolls; Stikkbomb Burna * 0 Tactic 2 Gnasher Squig Orks Tactic Use this Tactic at 2the
Command
start of the
Points
Fight phase. Pick an enemy model that is within 1" of any of your models and roll a D6. On a 4+, that enemy model suffers 1 mortal wound.
Boss Nob 5" 3+ 5+ 5 4 2 3 7 6+ 10 Ere We Go: RR failed charge rolls; Stikkbomb Burna (ranged) 8" Assault d3 4 0 1 Auto hit 0 Tactic 3 Grot Shield Orks Tactic Use this Tactic at 2the
Command
start of the
Points
Shooting phase. Pick a model from your kill team that is within 2" of a Gretchin model. Until the end of the phase, while that Gretchin model is on the battlefield, any attacks which target the chosen model are resolved against that Gretchin model instead.
Gretchin 5" 5+ 4+ 2 2 1 1 4 6+ 3 Grot blasta Burna (melee) Melee Melee U -2 1 0 Tactic 4 Just a Flesh Wound Orks Tactic Use this Tactic when
2 Command
a model from
Points
your kill team is taken out of action. Roll a D6. On a 4+ that model suffers a flesh wound instead.
Ere We Go: RR failed charge rolls;
Kommando 6" 3+ 5+ 4 4 1 2 6 6+ 8 Sneaky Gits: Additional -1 to shooting hit rolls when obscured; Slugga Choppa Skikkbomb Deffgun 48" Heavy d3 7 -1 2 0 Tactic 5 Krump 'Em! Orks Tactic Use this Tactic when
1 Command
you choose
Point
a model in your kill team to fight in the FIght phase. Increase the Strength characteristic of that model by 1 until the end of the phase.
Ere We Go: RR failed charge rolls;
Kommando Boss Nob 6" 3+ 5+ 5 4 2 3 7 6+ 12 Sneaky Gits: Additional -1 to shooting hit rolls when obscured; Slugga Stikkbomb Grot blasta 12" Pistol 1 3 0 1 0 Tactic 6 Mek's Special Stikkbomb Orks Tactic Use this Tactic when
2 Command
you choose
Points
a model from your kill team to attack with a stikkbomb. Until the end of the phase, change the weapon's type to Grenade D3 and add 1 to its Strength and Damage characteristics.
Burna Boy 5" 3+ 5+ 4 4 1 2 6 6+ 12 Ere We Go: RR failed charge rolls; Burna Stikkbomb Kombi-rokkit (Nob) * 3 Tactic 7 Dead 'Ard Orks Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team suffers a mortal wound. Roll a D6 for that mortal wound, and each other mortal wound suffered by that model for the rest of the phase: on a 5+ the mortal wound is ignored and has no effect.
Burna Spanner 5" 3+ 5+ 4 4 1 2 6 6+ 10 Ere We Go: RR failed charge rolls; Stikkbomb Kombi-rokkit (Nob) (shoota)
18" Assault 2 4 0 1 Fire both -1 hit 0 Tactic 8 Ere We Go, 'Ere We Go Orks Tactic Use this Tactic after
1 Command
making a charge
Point roll for one of your models. RR one of the dice.
Loota 5" 3+ 5+ 4 4 1 2 6 6+ 12 Ere We Go: RR failed charge rolls; Deffgun Stikkbomb Kombi-rokkit (Nob) (rokkit)24" Assault 1 8 -2 3 0 Tactic 9 Indiscriminate Dakka Orks Tactic Use this Tactic after
1 Command
firing Overwatch
Point with one of your models. You can immediately fire Overwatch again.
Loota Spanner 5" 3+ 5+ 4 4 1 2 6 6+ 10 Ere We Go: RR failed charge rolls; Stikkbomb Kombi-skorcha (Nob) * 4 Tactic 10 Itchin' for a Fight Orks Tactic Use this Tactic when
2 Command
you choose
Points
a model in your kill team to fight in the FIght phase. You can make one additional attack with that model for each enemy model within 1" of it.
Warboss (1) 5" 2+ 5+ 6 5 6 4 8 4+ 62 Ere We Go: RR failed charge rolls; Stikkbomb Kombi-skorcha (Nob) (shoota)
18" Assault 2 4 0 1 Fire both -1 hit 0 Tactic 11 Pyromaniak Orks Tactic Use this Tactic when
1 Command
you choose
Point
for a model to shoot with a burna. The burna makes D6 attacks instead of D3 this phase.
Warboss (2) 5" 2+ 5+ 6 5 6 4 8 4+ 82 Ere We Go: RR failed charge rolls; Stikkbomb Kombi-skorcha (Nob) (skorcha)
8" Assault d6 5 -1 1 Auto hit 0 Tactic 12 Waaagh! Orks Tactic Use this Tactic when
2 Command
it is your Points
turn to move in the Movement phase and your Leader is on the battlefield and not shaken. For the duration of that phase, add 1" to the Move characteristic of all models in your kill team, and add 1 to their Advance and charge rolls.
Warboss (3) 5" 2+ 5+ 6 5 6 4 8 4+ 102 Ere We Go: RR failed charge rolls; Stikkbomb Kustom mega-blasta 24" Assault 1 8 -3 D3 1 to hit mortal wound 0 Tactic 13 Joyride Orks Tactic Use this Tactic when
1 Command
you choose
Point
a model from your kill team to make a normal move in the Movement phase, and that model is within 1" of a Galvanic Servohauler. When you move that model in this phase, simultaneously move the Galvanic Servohauler as if it were a friendly model. Both models are considered to have a Move characte
Warboss (4) 5" 2+ 5+ 6 5 6 4 8 4+ 127 Ere We Go: RR failed charge rolls; Stikkbomb Rokkit launcha 24" Assault 1 8 -2 3 3 Tactic 14 Duff 'Em Up Orks Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
battle round if your kill team includes a Commander. As long as this model is not shaken, add 1 to the Strength characteristic of friendly models that are within 3" of this model.
Big Mek (1) 5" 3+ 5+ 5 4 4 3 7 4+ 20 Ere We Go: RR failed charge rolls; Choppa Stikkbomb Shoota 18" Assault 2 4 0 1 0 Tactic 15
Big Mek (2) 5" 3+ 5+ 5 4 4 3 7 4+ 25 Ere We Go: RR failed charge rolls; Choppa Stikkbomb Slugga 12" Pistol 1 4 0 1 0 Tactic 16
Big Mek (3) 5" 3+ 5+ 5 4 4 3 7 4+ 40 Ere We Go: RR failed charge rolls; Choppa Stikkbomb Stikkbomb 6" Grenade d6 3 0 1 0 Tactic 17
Big Mek (4) 5" 3+ 5+ 5 4 4 3 7 4+ 60 Ere We Go: RR failed charge rolls; Choppa Stikkbomb Big Choppa (Nob) Melee Melee U+2 -1 2 2 Tactic 18
Painboy (1) 5" 3+ 5+ 5 4 4 4 6 6+ 20 Ere We Go: RR failed charge rolls; Power klaw
Urty(PB)
syringe Choppa Melee Melee U 0 1 1 extra attack 0 Tactic 19
Painboy (2) 5" 3+ 5+ 5 4 4 4 6 6+ 25 Ere We Go: RR failed charge rolls; Power klaw
Urty(PB)
syringe Power klaw (Nob) Melee Melee Ux2 -3 D3 -1 to hit 4 Tactic 20
Painboy (3) 5" 3+ 5+ 5 4 4 4 6 6+ 40 Ere We Go: RR failed charge rolls; Power klaw
Urty(PB)
syringe Kombi-rokkit (WB) * 5 Tactic 21
Painboy (4) 5" 3+ 5+ 5 4 4 4 6 6+ 60 Ere We Go: RR failed charge rolls; Power klaw
Urty(PB)
syringe Kombi-rokkit (WB) (shoota)18" Assault 2 4 0 1 Fire both -1 hit 0 Tactic 22
Gitzog Wurldkilla (1) 5" 2+ 5+ 6 5 6 4 8 4+ 86 Ere We Go: RR failed charge rolls; Stikkbomb
Kombi-rokkit
Power(WB)
klaw
Attack
(WB)squig Kombi-rokkit (WB) (rokkit) 24" Assault 1 8 -2 3 0 Warboss 1Mega-Waaagh! Warboss Aura
UseTactic
this Tactic at 2the
Command
start of the
Points
battle round. As long as this model is not shaken, you may roll 3D6 instead of 2D6 when making charge rolls for friendly models within 6" of this model, and discard the lowest result.
Gitzog Wurldkilla (2) 5" 2+ 5+ 6 5 6 4 8 4+ 106 Ere We Go: RR failed charge rolls; Stikkbomb
Kombi-rokkit
Power(WB)
klaw
Attack
(WB)squig Kombi-skorcha (WB) * 8 Warboss 2Breakin' Heads Warboss Tactic
Use this Tactic at 1the
Command
start of any
Point
phase. Pick another frienldy model within 3" of a Warboss from your kill team that is not shaken. That model suffers 1 mortal wound and friendly models within 6" of the Warboss are no longer shaken; remove their shaken tokens.
Gitzog Wurldkilla (3) 5" 2+ 5+ 6 5 6 4 8 4+ 126 Ere We Go: RR failed charge rolls; Stikkbomb
Kombi-rokkit
Power(WB)
klaw
Attack
(WB)squig Kombi-skorcha (WB) (shoota)
18" Assault 2 4 0 1 Fire both -1 hit 0 Big Mek 1Kustom Force Field Big Mek AuraUse
Tactic
this Tactic at 2the
Command
start of the
Points
battle round if your kill team includes a Big Mek with a Kustom force field. As long as this model is not shaken, friendly models within 6" of this model have a 5+ invulnerable save against shooting attacks.
Gitzog Wurldkilla (4) 5" 2+ 5+ 6 5 6 4 8 4+ 151 Ere We Go: RR failed charge rolls; Stikkbomb
Kombi-rokkit
Power(WB)
klaw
Attack
(WB)squig Kombi-skorcha (WB) (skorcha)
8" Assault d6 5 -1 1 Auto hit 0 Painboy 1Dok's Tools Painboy AuraUse
Tactic
this Tactic at 1the
Command
start of the
Point
battle round. As long as this model is not shaken, roll a D6 each time a friendly model within 3" of this model loses a wound. On a 6+ that wound is not lost (if a model already has an ability with a similar effect, you can choose which effect applies, and RR 1s when making these rolls). In addition, as long a
Big Choppa (WB) Melee Melee U+2 -1 2 0 Gitzog Wurldkilla
Mega-Waaagh!
1 Warboss Aura
UseTactic
this Tactic at 2the
Command
start of the
Points
battle round. As long as this model is not shaken, you may roll 3D6 instead of 2D6 when making charge rolls for friendly models within 6" of this model, and discard the lowest result.
Power klaw (WB) Melee Melee Ux2 -3 D3 -1 to hit 13 Gitzog Wurldkilla
Breakin'2 Heads Warboss Tactic
Use this Tactic at 1the
Command
start of any
Point
phase. Pick another frienldy model within 3" of a Warboss from your kill team that is not shaken. That model suffers 1 mortal wound and friendly models within 6" of the Warboss are no longer shaken; remove their shaken tokens.
Power klaw (PB) Melee Melee Ux2 -3 D3 -1 to hit 0
Attack squig Melee Melee 4 -1 1 2 attacks this weapon 6
Kustom force field Enable Aura Tactic 0
Kustom mega-slugga 12" Pistol 1 8 -3 D3 Hit 1 bearer taken out 4
Shokk attack gun 60" Heavy D6 2D6 -5 D3 Special C 80 27
Urty syringe Melee Melee U 0 1 Wounds on 2+ 0
Kustom shoota 24" Assault 4 4 0 1 0
Tactic 14
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Shas'la 6" 5+ 4+ 3 3 1 1 6 4+ 8 Fire Warrior Bonding Knife Ritual: -1 Nerve tests within 3" p.170; Photon grenade Burst cannon 18" Assault 4 5 0 1 0 Tactic 1 Breach and Clear T'au Empire Tactic Use this Tactic in 1your
Command
turn in the
Point
Shooting phase, when a Fire Warrior Breacher from your kill team targets an enemy model that is obscured. RR failed wound rolls made for the Fire Warrior Breacher against that enemy model until the end of this phase.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Shas'ui 6" 5+ 4+ 3 3 1 2 7 4+ 8 Fire Warrior Bonding Knife Ritual: -1 Nerve tests within 3" p.170; Photon grenade Fusion blaster 18" Assault 1 8 -4 d6 Half range best 2d6 D 4 Tactic 2 Recon Sweep T'au Empire Tactic Use this Tactic in 1the
Command
ShootingPoint
phase when you pick a Pathfinder from your kill team to shoot. Instead of shooting, that model can immediately make a normal move as if it were the Movement phase, but instead of moving up to their Move characteristic they move up to 2D6".
For the Greater Good: Models within 6" of charge target may overwatch p.170;
DS8 Tactical Support Turret - - 4+ 3 3 1 0 4 4+ 0 DS8 Tactical Support Turret: Set up within 2" of controller p.170 Ion rifle * 3 Tactic 3 Stimulant Injection T'au Empire Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team (other than a Drone) loses a wound. Roll a D6 for that wound, and each other wound lost by that model for the rest of the phase; on a 5+ that wound is not lost.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Pathfinder 7" 5+ 4+ 3 3 1 1 6 5+ 6 Pathfinder Bonding Knife Ritual: -1 Nerve tests within 3" p.170; Pulse carbine
Markerlight
Photon grenade Ion rifle (standard) 30" Rapid Fire 1 7 -1 1 0 Tactic 4 Uplinked Markerlight T'au Empire Tactic Use this Tactic after
2 Command
an enemyPoints
model has been hit by a markerlight fired by a model from your kill team. Place D3+1 markerlight counters next to that model instead of only 1.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Pathfinder Gunner 7" 5+ 4+ 3 3 1 1 6 5+ 7 Pathfinder Bonding Knife Ritual: -1 Nerve tests within 3" p.170; Photon grenade Ion rifle (overcharge) 30" Heavy d3 8 -1 2 1 to hit mortal wound 0 Tactic 5
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Pathfinder Shas'ui 7" 5+ 4+ 3 3 1 2 7 5+ 7 Pathfinder Bonding Knife Ritual: -1 Nerve tests within 3" p.170; Pulse carbine
Markerlight
Photon grenade Markerlight 36" Heavy 1 - - - Markerlights p.169 0 Tactic 6
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Breacher Shas'la 6" 5+ 4+ 3 3 1 1 6 4+ 8 Breacher Bonding Knife Ritual: -1 Nerve tests within 3" p.170; Pulse blaster
Photon grenade Missile pod 36" Assault 2 7 -1 d3 7 Tactic 7 The Baited Trap T'au Empire Tactic Use this Tactic before
2 Command
a modelPoints
from your kill team fires Overwatch. Until the end of the phase, that model's Overwatch shots are successful on rolls of 4+ instead of rolls of only 6.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Breacher Shas'ui 6" 5+ 4+ 3 3 1 2 7 4+ 8 Breacher Bonding Knife Ritual: -1 Nerve tests within 3" p.170; Photon grenade Photon grenade 12" Grenade d6 - - - Infantry -1 to hit 1 round 0 Tactic 8 Focused Fire T'au Empire Tactic Use this Tactic after
1 Command
a model from
Point
your kill team inflicts an unsaved wound on an enemy model in the Shooting phase. For the rest of the phase, you can add 1 to wound rolls for attacks made by other models from your kill team that target the same enemy model, so long as the attacking model is within 2" of the model that inflicted the wound.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Stealth Team Bonding Knife Ritual: -1 Nerve tests within 3" p.170;
Stealth Shas'ui 8" 5+ 4+ 4 4 2 2 7 3+ 20 Camouflage Fields: Enemies -1 from all hit rolls; Fly: Move through models and terrain p.21; Pulse blaster * 0 Tactic 9 Mult-spectrum Sensor Suite T'au Empire Tactic Use this Tactic when
1 Command
you choose
Point
a model from your kill team to shoot in the Shooting phase. Enemy models gain no benefit for being obscured against shots made by that model this phase.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Stealth Team Bonding Knife Ritual: -1 Nerve tests within 3" p.170;
Stealth Shas'vre 8" 5+ 4+ 4 4 2 3 8 3+ 20 Camouflage Fields: Enemies -1 from all hit rolls; Fly: Move through models and terrain p.21; Pulse blaster (close range) 5" Assault 2 6 -2 1 0 Tactic 10 Neuroweb System Jammer T'au Empire Tactic Use this Tactic at 1the
Command
start of the
Point
Shooting phase. Pick an enemy model within 12" of a model from your kill team. Until the end of the phase, that model's controlling player must subtract 1 from hit rolls made for that model.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Support Subroutines: No XP, cannot be specialist; Fly: Move through models and terrain p.21;
MV1 Gun Drone 8" 5+ 5+ 3 4 1 1 6 4+ 7 Saviour Protocols: May take mortal wound for Infantry within 3" p.172; Pulse carbine
Pulse carbine Pulse blaster (medium range) 10" Assault 2 5 -1 1 0 Tactic 11 Support Turret Replacement T'au Empire Tactic Use this Tactic at 2the
Command
end of the
Points
Movement phase. Pick a friendly Fire Warrior or Fire Warrior Breacher model whose DS8 Tactical Support Turret has been removed from the battlefield. You may immediately set up a new DS8 Tactical Support Turret within 2" of that model.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Support Subroutines: No XP, cannot be specialist; Fly: Move through models and terrain p.21;
Saviour Protocols: May take mortal wound for Infantry within 3" p.172;
MV4 Shield Drone 8" 5+ 5+ 3 4 1 1 6 4+ 7 Shield Generator: 4++, 5+ ignore wound; Pulse blaster (long range) 15" Assault 2 4 0 1 0 Tactic 12 Tandem Hunting Pattern T'au Empire Tactic Use this Tactic at 2the
Command
start of the
Points
Ready, Fire! step of the Shooting phase. The first time it is your turn to select a Readied model to shoot with, you may instead select two Readied models from your kill team that are within 4" of each other. You may resolve both models' shooting attacks before any other player chooses a model.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Support Subroutines: No XP, cannot be specialist; Fly: Move through models and terrain p.21;
Saviour Protocols: May take mortal wound for Infantry within 3" p.172;
MV7 Marker Drone 8" 5+ 5+ 3 4 1 1 6 4+ 7 Stable Platform: Ignore penalty for move and fire Heavy weapon; Markerlight Pulse carbine 18" Assault 2 5 0 1 0 Tactic 13 Inheritors of the Galaxy T'au Empire Tactic Use this Tactic at 1the
Command
beginningPoint
of the Morale phase, if models from your kill team are the only models on an Imperial Defence Line model. You can subract 1 from any Nerve tests you take for those models in this phase.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Support Subroutines: No XP, cannot be specialist; Fly: Move through models and terrain p.21;
Saviour Protocols: May take mortal wound for Infantry within 3" p.172;
MV36 Guardian Drone 8" 5+ 5+ 3 4 1 1 6 4+ 7 Guardian Fields: 5++, T'au within 6" have 6++; Pulse pistol 12" Pistol 1 5 0 1 0 Tactic 14 Inspiring Sacrifice T'au Empire Tactic Use this Tactic when
0 Command
a Commander
Pointsfrom your kill team is taken out of action. You immediately gain D3 Command Points. This Tactic costs no Command Points, and does not trigger any abilities that allow you to gain Command Points.
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Support Subroutines: No XP, cannot be specialist; Fly: Move through models and terrain p.21;
Saviour Protocols: May take mortal wound for Infantry within 3" p.172;
MV33 Grav-inhibitor Drone 8" 5+ 5+ 3 4 1 1 6 4+ 7 Gravity Wave Projector: Reduce charge by d3" if begin within 12"; Pulse rifle 30" Rapid Fire 1 5 0 1 0 Tactic 15
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Support Subroutines: No XP, cannot be specialist; Fly: Move through models and terrain p.21;
Saviour Protocols: May take mortal wound for Infantry within 3" p.172;
MV31 Pulse Accelerator Drone 8" 5+ 5+ 3 4 1 1 6 4+ 7 Pulse Accelerator: Within 3" increase range of Pulse pistol, carbine, rifles by 6"; Rail rifle 30" Rapid Fire 1 6 -4 d3 Wound 6+ mortal wound 5 Tactic 16
For the Greater Good: Models within 6" of charge target may overwatch p.170;
Support Subroutines: No XP, cannot be specialist; Fly: Move through models and terrain p.21;
Saviour Protocols: May take mortal wound for Infantry within 3" p.172;
MB3 Recon Drone 8" 5+ 5+ 3 4 2 1 6 4+ 7 Recon Suite: Pathfinder within 6" does not suffer obscure penalties p.172; Burst cannon Smart missile system 30" Heavy 4 5 0 1 Ignore LOS need 6s hit 5 Tactic 17
Cadre Fireblade (1) 6" 3+ 2+ 3 3 5 3 8 4+ 23 For the Greater Good: Models within 6" of charge target may overwatch p.170; Markerlight
Pulse riflePhoton grenade Target lock Ignore Advance p.171 1 Tactic 18
Cadre Fireblade (2) 6" 3+ 2+ 3 3 5 3 8 4+ 28 For the Greater Good: Models within 6" of charge target may overwatch p.170; Markerlight
Pulse riflePhoton grenade Equalizers Melee Melee U -1 1 1 extra attack 1 Tactic 19
Cadre Fireblade (3) 6" 3+ 2+ 3 3 5 3 8 4+ 43 For the Greater Good: Models within 6" of charge target may overwatch p.170; Markerlight
Pulse riflePhoton grenade Honour blade Melee Melee U+2 0 1 0 Tactic 20
Cadre Fireblade (4) 6" 3+ 2+ 3 3 5 3 8 4+ 63 For the Greater Good: Models within 6" of charge target may overwatch p.170; Markerlight
Pulse riflePhoton grenade Hover drone Move 8", Fly 5 Tactic 21
Ethereal (1) 6" 3+ 4+ 3 3 4 3 9 5+ 18 Kroot pistol 12" Pistol 1 4 0 1 0 Tactic 22
Ethereal (2) 6" 3+ 4+ 3 3 4 3 9 5+ 23 Kroot rifle * 0 Cadre Fireblade
Volley 1Fire Cadre Fireblade Aura
Use
Tactic
this Tactic at 1the
Command
start of the
Point
battle round. As long as this model is not shaken, friendly models within 6" of this model may fire an extra shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half the weapon's range.
Ethereal (3) 6" 3+ 4+ 3 3 4 3 9 5+ 38 Kroot rifle (ranged) 24" Rapid Fire 1 4 0 1 Cadre Fireblade
Voice of
2 the Greater Good Cadre Fireblade Aura
Use
Tactic
this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, all firendly models within 6" of this model can use this model's Leadership characteristic instead of their own.
Use this Tactic at the start of the Movement phase. As long as this model is not shaken, friendly models within 6" of this model can use this model's Leadership characteristic instead of their own.
Failure is Not an Option / Ethereal Aura Tactic/ /
Ethereal (4) 6" 3+ 4+ 3 3 4 3 9 5+ 58 Kroot rifle (melee) Melee Melee U+1 0 1 Ethereal 1Sense of Stone Ethereal Aura TacticUse this Tactic at 1the
CPstart
/ 1 CP
of the Movement phase. As long as this model is not shaken, roll a D6 each time a friendly model within 6" loses a wound. On a 6+ that wound is not lost. If a model already has an ability with a similar effect, you can choose which effect applies, and RR 1s when making these rolls.
Use this Tactic at the start of the Shooting phase. As long as this model is not shaken, you can RR hit rolls of 1 for friendly models within 6" of this model.
Quarry Can't Hide: Ignore obscure hit penalty; Fieldcraft: Additional -1 to hit if obscured; Storm of Fire / Ethereal Aura Tactic/ /
Dahyak Grekh (1) 7" 3+ 3+ 3 3 3 3 7 6+ 25 Concealed Booby Traps: Plant Traps in Scouting phase D3+1; Kroot rifleKroot pistol Ethereal 2Zephyr's Grace Ethereal Aura TacticUse this Tactic at 1the
CPstart
/ 1 CP
of the Movement phase. As long as this model is not shaken, you can choose to RR any Advance or charge rolls for friendly models within 6" of this model.
Quarry Can't Hide: Ignore obscure hit penalty; Fieldcraft: Additional -1 to hit if obscured;
Dahyak Grekh (2) 7" 3+ 3+ 3 3 3 3 7 6+ 30 Concealed Booby Traps: Plant Traps in Scouting phase D3+1; Kroot rifleKroot pistol Shas'nel Vior'la
VolleyAtsumo
Fire Twinflame 1 Cadre Fireblade Aura
Use
Tactic
this Tactic at 1the
Command
start of the
Point
battle round. As long as this model is not shaken, friendly models within 6" of this model may fire an extra shot with pulse pistols, pulse carbines and pulse rifles when shooting at a target within half the weapon's range.
Quarry Can't Hide: Ignore obscure hit penalty; Fieldcraft: Additional -1 to hit if obscured;
Dahyak Grekh (3) 7" 3+ 3+ 3 3 3 3 7 6+ 40 Concealed Booby Traps: Plant Traps in Scouting phase D3+1; Kroot rifleKroot pistol Shas'nel Vior'la
Voice Atsumo
of the Greater
Twinflame
Good
2 Cadre Fireblade Aura
Use
Tactic
this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, all firendly models within 6" of this model can use this model's Leadership characteristic instead of their own.
Quarry Can't Hide: Ignore obscure hit penalty; Fieldcraft: Additional -1 to hit if obscured;
Dahyak Grekh (4) 7" 3+ 3+ 3 3 3 3 7 6+ 50 Concealed Booby Traps: Plant Traps in Scouting phase D3+1; Kroot rifleKroot pistol
Kroot Carnivore 7" 3+ 4+ 3 3 1 1 6 6+ 6 Kroot rifle
Shas'nel Vior'la Atsumo Twinflame
6" (1)
3+ 2+ 3 3 5 3 8 4+ 23 For the Greater Good: Models within 6" of charge target may overwatch p.170; Markerlight
Pulse riflePhoton grenade
Shas'nel Vior'la Atsumo Twinflame
6" (2)
3+ 2+ 3 3 5 3 8 4+ 28 For the Greater Good: Models within 6" of charge target may overwatch p.170; Markerlight
Pulse riflePhoton grenade
Shas'nel Vior'la Atsumo Twinflame
6" (3)
3+ 2+ 3 3 5 3 8 4+ 43 For the Greater Good: Models within 6" of charge target may overwatch p.170; Markerlight
Pulse riflePhoton grenade
Shas'nel Vior'la Atsumo Twinflame
6" (4)
3+ 2+ 3 3 5 3 8 4+ 63 For the Greater Good: Models within 6" of charge target may overwatch p.170; Markerlight
Pulse riflePhoton grenade
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Termagant 6" 4+ 4+ 3 3 1 1 5 6+ 4 Instinctive Behaviour: 24" Synapse or penalties against non-closest model p.178; Barbed strangler 36" Assault d6 5 -1 1 3 Tactic 1 Caustic Blood Tyranids Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team loses a wound in the Fight phase. Roll a D6 for each enemy model within 1" of that model. On a 6 that enemy Broodlord
model suffers 1 mortal woundDominion
after all of its attacks have been resolved. 4 Select a friendly model within 18" of the psyker that has the Instinctive Behaviour ability. Until th
Instinctive Behaviour: 24" Synapse or penalties against non-closest model p.178;
Hormagaunt 8" 4+ 4+ 3 3 1 2 5 6+ 4 Bounding Leap: Pile In and Consolidate are 6"; Scything talons Deathspitter 24" Assault 3 5 -1 1 2 Tactic 2 Feeder Tendrils Tyranids Tactic Use this Tactic when
1 Command
a Genestealer
Point or Lictor from your kill team takes an enemy Leader out of action in the Fight phase. Gain D3 Command Points. Broodlord Catalyst 5 Select a friendly model within 18" of the psyker. Until the start of the next Psychic phase, roll a
Lictor 9" 2+ 4+ 6 4 4 3 9 5+ 25 Chameleonic Skin: Additional -1 to shooting hit rolls when obscured; Flesh hooks
GraspingRending
talons claws Devourer (T) 18" Assault 3 4 0 1 3 Tactic 3 Hunting Roar Tyranids Tactic Use this Tactic when
2 Command
a TyranidPoints
Warrior from your kill team finishes a charge move within 1" of any enemy models. You can RR failed hit rolls for models from your
Broodlord
kill team within 6" of that Tyranid
The Horror
Warrior in the Fight phase in this battle round. 5 Select an enemy model within 18" of and visible to the psyker. Until the start of the next Psychi
Synapse: Tyranids auto pass Nerve tests within 12";
Tyranid Warrior 6" 3+ 4+ 4 4 3 3 9 4+ 20 Shadow in the Warp: -1 Psychic tests within 18"; Devourer (TW) 18" Assault 3 4 0 1 0 Tactic 4 Lurk Tyranids Tactic Use this Tactic in 1the
Command
Movement
Point
phase. Pick a model from your kill team that has not yet moved. That model may not move this phase, but for the rest of the battle
Nemesis
round,
9 Tyrantis
if this model is obscured,
Dominion
shooting attacks that target this model suffer an addition
4 Select
-1 to
a friendly
their hit model
rolls. within 18" of the psyker that has the Instinctive Behaviour ability. Until th
Synapse: Tyranids auto pass Nerve tests within 12";
Tyranid Warrior Gunner 6" 3+ 4+ 4 4 3 3 9 4+ 20 Shadow in the Warp: -1 Psychic tests within 18"; Flesh hooks 6" Assault 2 U 0 1 Ignore 1" restrictions 0 Tactic 5 Metabolic Overdrive Tyranids Tactic Use this Tactic after
2 Command
moving a model
Points from your kill team. That model can move again. If the model began the Movement phase within 1" of an enemy model, it can
Nemesis
only Fall
9 Tyrantis
Back. If the modelCatalyst
has made a normal move or Retreated, it can make a normal
5 Select
move,
a friendly
Advance,model
or make
withina18"
charge
of the
attempt.
psyker.If Until
the model
the start
Advanced
of the next
or moved
Psychic
asphase,
part of roll
a faile
a
Lightning Reflexes: 5++;
Genestealer 8" 3+ 4+ 4 4 1 3 9 5+ 11 Swift and Deadly: RR failed charge rolls; Rending claws Fleshborer 12" Assault 1 4 0 1 0 Tactic 6 Scorch Bugs Tyranids Tactic Use this Tactic when
1 Command
a Termagant
Pointwith a fleshborer from your kill team is chosen to shoot in the Shooting phase. Add 1 to wound rolls for that model until the end
Nemesis
of the phase.
9 Tyrantis The Horror 5 Select an enemy model within 18" of and visible to the psyker. Until the start of the next Psychi
Synapse: Tyranids auto pass Nerve tests within 12";
Tyranid Prime (1) 6" 2+ 3+ 5 5 6 4 10 3+ 50 Shadow in the Warp: -1 Psychic tests within 18"; Spinefists 12" Pistol * 3 0 1 Number of shot equal A 0 Tactic 7 Adrenaline Surge Tyranids Tactic Use this Tactic at 2the
Command
end of the
Points
Fight phase. Pick a model from your kill team. That model can immediately fight an additional time.
Synapse: Tyranids auto pass Nerve tests within 12";
Tyranid Prime (2) 6" 2+ 3+ 5 5 6 4 10 3+ 65 Shadow in the Warp: -1 Psychic tests within 18"; Venom cannon 36" Assault d3 8 -2 d3 4 Tactic 8 Implant Attack Tyranids Tactic Use this Tactic before
2 Command
an InjuryPoints
roll is made for an enemy model that was reduced to 0 wounds by a model from your kill team in the Fight phase. Apply a +2 modifier to the Injury roll.
Synapse: Tyranids auto pass Nerve tests within 12";
Tyranid Prime (3) 6" 2+ 3+ 5 5 6 4 10 3+ 80 Shadow in the Warp: -1 Psychic tests within 18"; Acid maw Melee Melee U -3 1 0 Tactic 9 Legacy of Ymgarl Tyranids Tactic Use this Tactic when
1 Command
you choose
Point
a Genestealer in your kill team to fight in the Fight phase. RR failed wound rolls for that model until the end of the phase.
Synapse: Tyranids auto pass Nerve tests within 12";
Tyranid Prime (4) 6" 2+ 3+ 5 5 6 4 10 3+ 105 Shadow in the Warp: -1 Psychic tests within 18"; Boneswords Melee Melee U -2 1 1 extra attack 0 Tactic 10 Predatory Leap Tyranids Tactic Use this Tactic before
1 Command
making a
Point
charge roll for a model from your kill team. Treat that model as if it could Fly when making its charge move.
Synapse: Tyranids auto pass Nerve tests within 12";
Shadow in the Warp: -1 Psychic tests within 18"; Psyker: 1 Power, 1 Deny;
Broodlord (1) 8" 2+ - 5 5 6 6 10 4+ 131 Lightning Reflexes: 5++; Swift and Deadly: RR failed charge rolls; Monstrous rending claws Grasping talons Melee Melee U -1 2 0 Tactic 11 Rapid Regeneration Tyranids Tactic Use this Tactic when
2 Command
a model from
Points
your kill team is taken out of action. Roll a D6. On a 4+ that model is treated as if it had suffered a flesh wound instead.
Synapse: Tyranids auto pass Nerve tests within 12";
Shadow in the Warp: -1 Psychic tests within 18"; Psyker: 1 Power, 1 Deny;
Broodlord (2) 8" 2+ - 5 5 6 6 10 4+ 151 Lightning Reflexes: 5++; Swift and Deadly: RR failed charge rolls; Monstrous rending claws Lash whip and bonesword Melee Melee U -2 1 Fight after taken out 1 Tactic 12 Single-minded Annihilation Tyranids Tactic Use this Tactic after
1-2aCommand
model from
Points
your kill team shoots in the Shooting phase. You can immediately shoot an additional time with that model. This Tactic costs 1 Command Point to use, or 2 Command Points if used on a Tyranid Warrior.
Synapse: Tyranids auto pass Nerve tests within 12";
Shadow in the Warp: -1 Psychic tests within 18"; Psyker: 1 Power, 1 Deny;
Broodlord (3) 8" 2+ - 5 5 6 6 10 4+ 171 Lightning Reflexes: 5++; Swift and Deadly: RR failed charge rolls; Monstrous rending claws Rending claws Melee Melee U -1 1 Wound 6+ at AP -4 0 Tactic 13 Dragged Into the Darkeness Tyranids Tactic Use this Tactic when
2 Command
you choose
Points
a model from your kill team to shoot with in the Shooting phase. If their target is within 1" of any Munitorum Crates or Munitorum Barrels any wound rolls of 6" cause a mortal wound in addition to any other damage.
Synapse: Tyranids auto pass Nerve tests within 12";
Shadow in the Warp: -1 Psychic tests within 18"; Psyker: 1 Power, 1 Deny;
Broodlord (4) 8" 2+ - 5 5 6 6 10 4+ 196 Lightning Reflexes: 5++; Swift and Deadly: RR failed charge rolls; Monstrous rending claws Scything talons Melee Melee U 0 1 If 2 +1 attack, RR hit 1s 0 Tactic 14 Voracious Appetite Tyranids Tactic Use this Tactic when
2 Command
you choose
Points
a Commander to fight in the Fight phase. You can re-roll failed wound rolls for that model's attacks until the end of the phase.
Synapse: Tyranids auto pass Nerve tests within 12";
Shadow in the Warp: -1 Psychic tests within 18"; Psyker: 1 Power, 1 Deny;
Nemesis 9 Tyrantis (1) 8" 2+ - 5 5 6 6 10 4+ 131 Lightning Reflexes: 5++; Swift and Deadly: RR failed charge rolls; Monstrous rending claws Adrenal glands Advance and charge +1 1 Tactic 15
Synapse: Tyranids auto pass Nerve tests within 12";
Shadow in the Warp: -1 Psychic tests within 18"; Psyker: 1 Power, 1 Deny;
Nemesis 9 Tyrantis (2) 8" 2+ - 5 5 6 6 10 4+ 151 Lightning Reflexes: 5++; Swift and Deadly: RR failed charge rolls; Monstrous rending claws Extended carapace Sv 4+, Lose S&D 0 Tactic 16
Synapse: Tyranids auto pass Nerve tests within 12";
Shadow in the Warp: -1 Psychic tests within 18"; Psyker: 1 Power, 1 Deny;
Nemesis 9 Tyrantis (3) 8" 2+ - 5 5 6 6 10 4+ 171 Lightning Reflexes: 5++; Swift and Deadly: RR failed charge rolls; Monstrous rending claws Toxin sacs Wound 6+ Fight at D +1 1 Tactic 17
Synapse: Tyranids auto pass Nerve tests within 12";
Shadow in the Warp: -1 Psychic tests within 18"; Psyker: 1 Power, 1 Deny;
Nemesis 9 Tyrantis (4) 8" 2+ - 5 5 6 6 10 4+ 196 Lightning Reflexes: 5++; Swift and Deadly: RR failed charge rolls; Monstrous rending claws Monstrous rending claws Melee Melee U -3 D3 Wound 6+ at AP-6 D 3 0 Tactic 18
Boneswords (TP) Melee Melee U -2 1 1 extra attack 5 Tactic 19
Deathspitter (TP) 24" Assault 3 5 -1 1 5 Tactic 20
Devourer (TP) 18" Assault 3 4 0 1 0 Tactic 21
Flesh hooks (TP) 6" Assault 2 U 0 1 Ignore 1" restrictions 2 Tactic 22
Lash whip and bonesword (TP)
Melee Melee U -2 1 Fight after taken out 5 Tyranid Prime
Alpha
1 Warrior Tyranid Prime Aura Tactic Use this Tactic at 1the
Command
start of the
Point
Shooting phase. As long as this model is not shaken, you can add 1 to hit rolls for friendly models within 6" of this model.
Toxin sacs (TP) Wound 6+ Fight at D +1 8
Tactic 14
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Acolyte Hybrid 6" 3+ 4+ 4 3 1 2 7 5+ 7 Cult Ambush: Before first round on D6 5+ move 6"; Cultist knife
Rending Blasting
claw charge Autogun 24" Rapid Fire 1 3 0 1 0 Tactic 1 Density Analysis Lenses Genestealer Cults Tactic Use this Tactic when
2 Command
you choose
Points
a model in your kill team to shoot in the Shooting phase. Add 1 to hit rolls for that model against targets which are obscured.Patriarch The Horror 5 Select an enemy model within 18" of and visible to the psyker. Until the start of the next Psyc
Acolyte Fighter 6" 3+ 4+ 4 3 1 2 7 5+ 8 Cult Ambush: Before first round on D6 5+ move 6"; Blasting charge Autopistol 12" Pistol 1 3 0 1 0 Tactic 2 Frenzied Hammering Genestealer Cults Tactic Use this Tactic when
2 Command
an Aberrant
Points
from your kill team armed with a power hammer attacks in the FIght phase. Increase that model's Attacks characteristic by D3
Magus
until the end of the phase, but
Paralysing
subtractHypnosis
1 from hit rolls for that model's attacks until the6 end
Select
of the
a visible
phase.enemy model within 18" of the psyker. Until the start of the next Psychic phas
Acolyte Leader 6" 3+ 4+ 4 3 1 3 8 5+ 8 Cult Ambush: Before first round on D6 5+ move 6"; Rending Blasting
claw charge Blasting charge 6" Grenade d6 3 0 1 0 Tactic 3 Industrial Brutality Genestealer Cults Tactic Use this Tactic after
1 Command
making attacks
Point with a model armed with a heavy rock drill, heavy rock saw or heavy rock cutter in the Fight phase. Roll a D6. On a 4+ that
Magus
model may immediately fightMind
again.
Control 6 Pick an enemy model within 12" of the psyker and roll 3D6. If the score is less than that mod
Cult Ambush: Before first round on D6 5+ move 6";
Aberrant 6" 3+ 6+ 5 4 2 2 7 5+ 15 Bestial Vigour: Reduce damage of attacks by 1 to minimum of 1; Rending claw Bolt pistol 12" Pistol 1 4 0 1 0 Tactic 4 Inhuman Reflexes Genestealer Cults Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team fails a Falling test. It deosn't suffer falling damage, and won't fall on another model. If it wound, instead placeMagus
this model as close as possible
Might
to the
From
point
Beyond
where it wound have landed. This can bring
6 itSelect
withina1"
friendly
of an enemy
model within
model.18" of the psyker. Add 1 to the Strength and Attacks character
Neophyte Hybrid 6" 4+ 4+ 3 3 1 1 7 5+ 5 Cult Ambush: Before first round on D6 5+ move 6"; AutopistolBlasting charge Demolition charge 6" Grenade d6 8 -3 d3 Use once per battle 3 Tactic 5 Strength of Faith Genestealer Cults Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team suffers a mortal wound in the Psychic phase. Roll a D6 for that mortal wound, and each other mortal wound suffered by that model until the end of the phase. On a 5+ that wound is ignored and has no effect.
Neophyte Gunner 6" 4+ 4+ 3 3 1 1 7 5+ 6 Cult Ambush: Before first round on D6 5+ move 6"; AutopistolBlasting charge Flamer 8" Assault d6 4 0 1 Auto hit 3 Tactic 6 Unnatural Senses Genestealer Cults Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team is declared as a target of a charge. That model may fire Overwatch at the charging model; even if the charging model is not visible to it. The target is treated as obscured.
Neophyte Leader 6" 4+ 4+ 3 3 1 2 8 5+ 6 Cult Ambush: Before first round on D6 5+ move 6"; Blasting charge Flesh hooks 6" Assault 2 U 0 1 Ignore 1" restrictions 0 Tactic 7 Acidic Spit Genestealer Cults Tactic Use this Tactic at 1the
Command
beginningPoint
of the Shooting phase. Pick an enemy model within 1" of a model from your kill team and roll a dice. On a 5+ that enemy model suffers 1 mortal wound.
Hybrid Metamorph 6" 3+ 4+ 4 3 1 3 7 5+ 8 Cult Ambush: Before first round on D6 5+ move 6"; Blasting charge Grenade launcher * 2 Tactic 8 I Like to Keep This Handy Genestealer Cults Tactic Use this Tactic at 1the
Command
start of the
Point
Shooting phase. Pick a model from your kill team armed with a shotgun. Change the shotugn's Type to Pistol 2 until the end of the phase.
Metamorph Leader 6" 3+ 4+ 4 3 1 4 8 5+ 9 Cult Ambush: Before first round on D6 5+ move 6"; Blasting charge Grenade launcher (frag) 24" Assault d6 3 0 1 0 Tactic 9 Mesmerising Gaze Genestealer Cults Tactic Use this Tactic at 1the
Command
beginningPoint
of the Fight phase. Pick an enemy model within 1" of a model from your kill team and roll a dice. On a 4+ subtract 1 from that model's Attacks characteristic (to a minimum of 1) until the end of the phase.
Lightning Reflexes: 5++;
Genestealer 8" 3+ 4+ 4 4 1 3 9 5+ 11 Swift and Deadly: RR failed charge rolls; Rending claws Grenade launcher (krak) 24" Assault 1 6 -1 d3 0 Tactic 10 Raise the Icon Genestealer Cults Tactic Use this Tactic at 1the
Command
start of the
Point
Fight phase. Pick a model from your kill team equipped with a cult icon. Increase the range of that model's Cult Icon ability to 12" until the end of the phase.
Cult Ambush: Before first round on D6 5+ move 6"; Psyker: 1 Power, 1 Deny;
Magus (1) 6" 3+ 3+ 3 3 4 3 8 5+ 30 Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
AutopistolForce stave Hand flamer 6" Pistol d3 3 0 1 Auto hit 2 Tactic 11 Seismic Blast Genestealer Cults Tactic Use this Tactic when
2 Command
you choose
Points
a model in your kill team to shoot with the short wave profile of a seismic cannon. If an attack for the weapon hits, roll a dice for each other model within 2" of the target model. On a 5+ that model is shaken.
Cult Ambush: Before first round on D6 5+ move 6"; Psyker: 1 Power, 1 Deny;
Magus (2) 6" 3+ 3+ 3 3 4 3 8 5+ 35 Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
AutopistolForce stave Heavy stubber 36" Heavy 3 4 0 1 0 Tactic 12 Toxin Gland Genestealer Cults Tactic Use this Tactic when
1 Command
you pick a
Point
Hybrid Metamorph from your kill team to fight in the Fight phase. Add 1 to wound rolls for that model's rending claw or metamorph talon until the end of the phase.
Cult Ambush: Before first round on D6 5+ move 6"; Psyker: 1 Power, 1 Deny;
Magus (3) 6" 3+ 3+ 3 3 4 3 8 5+ 50 Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
AutopistolForce stave Mining laser 24" Heavy 1 9 -3 d3 3 Tactic 13
Cult Ambush: Before first round on D6 5+ move 6"; Psyker: 1 Power, 1 Deny;
Magus (4) 6" 3+ 3+ 3 3 4 3 8 5+ 70 Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
AutopistolForce stave Seismic cannon * 2 Tactic 14 Unsettling Presence Genestealer Cults Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
battle round if your kill team includes a Commander. As long as this model is not shaken, enemy models within 6" of this model have -1 Leadership.
Cult Ambush: Before first round on D6 5+ move 6";
Primus (1) 6" 2+ 3+ 4 3 5 4 9 5+ 28 Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Needle pistol
Bonesword
Toxin
(COM)
injector
Blasting
clawcharge Seismic cannon (long-wave) 24" Heavy 4 3 0 1 0 Tactic 15 Blinding Acid Spit Genestealer Cults Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team is chosen as the target of an attack in the Fight phase. Roll a dice; on a 4+ subtract 1 from hit rolls made for the attacking model until the end of the phase.
Cult Ambush: Before first round on D6 5+ move 6";
Primus (2) 6" 2+ 3+ 4 3 5 4 9 5+ 33 Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Needle pistol
Bonesword
Toxin
(COM)
injector
Blasting
clawcharge Seismic cannon (short-wave) 12" Heavy 2 6 -1 2 0 Tactic 16 Corrosive Fuel Genestealer Cults Tactic Use this Tactic when
2 Command
you choose
Points
a model from your kill team to shoot with a hand flamer. Improve the Armour Penetration characteristic of that weapon to -1 and its Damage characteristic to 2 until the end of the phase.
Cult Ambush: Before first round on D6 5+ move 6";
Primus (3) 6" 2+ 3+ 4 3 5 4 9 5+ 48 Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Needle pistol
Bonesword
Toxin
(COM)
injector
Blasting
clawcharge Shotgun 12" Assault 2 3 0 1 At half range S +1 0 Tactic 17 The Cult Innumerable Genestealer Cults Tactic Use this Tactic when
3 Command
a model from
Points
your kill team (other than a specialist) is taken out of action. You can set up that model again, in your deployment zone and more than 9" from any enemy models. The model is still treated as a casualty at the end of the battle.
Cult Ambush: Before first round on D6 5+ move 6";
Primus (4) 6" 2+ 3+ 4 3 5 4 9 5+ 68 Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Needle pistol
Bonesword
Toxin
(COM)
injector
Blasting
clawcharge Web pistol 12" Pistol d3 3 0 1 S or T for wound roll 0 Tactic 18 Ensnaring Strike Genestealer Cults Tactic Use this Tactic when
1 Command
you pick a
Point
model in your kill team armed with a lash whip and bonesword to fight in the Fight phase. Until the end of the phase, if that model scores any hits, you can pick one melee weapon their target is armed with. The target model may not use that melee weapon in this phase.
Cult Ambush: Before first round on D6 5+ move 6"; Psyker: 1 Power, 1 Deny;
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Patriarch (1) 8" 2+ 5+ 6 5 6 6 10 4+ 131 Lightning Reflexes: 5++; Swift and Deadly: RR failed charges; Monstrous rending claws Webber 16" Assault d3 4 0 1 S or T for wound roll 1 Tactic 19 Messy Demise Genestealer Cults Tactic Use this Tactic when
2 Command
a model from
Points
your kill team takes an enemy model out of action with an attack made with a heavy rock saw. Roll a dice for each enemy model within 3" of the model that made the attack. On a roll of 5+ the model you are rolling for is shaken.
Cult Ambush: Before first round on D6 5+ move 6"; Psyker: 1 Power, 1 Deny;
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Patriarch (2) 8" 2+ 5+ 6 5 6 6 10 4+ 151 Lightning Reflexes: 5++; Swift and Deadly: RR failed charges; Monstrous rending claws Acid maw Melee Melee U -3 1 0 Tactic 20 Plant the Flag Genestealer Cults Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team equipped with a cult icon takes an enemy model out of action in the Fight phase. Friendly models within 6" of that model do not need to take Nerve tests until the end of the battle round.
Cult Ambush: Before first round on D6 5+ move 6"; Psyker: 1 Power, 1 Deny;
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Patriarch (3) 8" 2+ 5+ 6 5 6 6 10 4+ 171 Lightning Reflexes: 5++; Swift and Deadly: RR failed charges; Monstrous rending claws Bonesword Melee Melee U -2 1 1 Tactic 21 Secret Lair Genestealer Cults Tactic Use this Tactic at 1the
Command
start of the
Point
Movement phase of round 1, 2, or 3. Pick a model from your team within 3" of a Ryza-pattern ruin hatchway and remove that model from the field. At the end of the next Movement phase, set up that model within 3" of any Ryza-pattern ruin hatchway and more than 9" from any enemy models. If you cannot
Cult Ambush: Before first round on D6 5+ move 6"; Psyker: 1 Power, 1 Deny;
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Patriarch (4) 8" 2+ 5+ 6 5 6 6 10 4+ 196 Lightning Reflexes: 5++; Swift and Deadly: RR failed charges; Monstrous rending claws Chainsword Melee Melee U 0 1 1 extra attack 0 Tactic 22
Cult Ambush: Before first round on D6 5+ move 6";
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Acolyte Iconward (1) 6" 3+ 3+ 4 3 4 4 8 5+ 18 Sacred Cult Banner: RR failed Neve tests within 6"; AutopistolRending Blasting
claw charge Cultist knife Melee Melee U 0 1 1 extra attack 0 Primus 1 Cult Demagogue Primus Aura Tactic Use this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, you can add 1 to hit rolls in the Fight phase for friendly models that are within 6" of this model.
Cult Ambush: Before first round on D6 5+ move 6";
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Acolyte Iconward (2) 6" 3+ 3+ 4 3 4 4 8 5+ 23 Sacred Cult Banner: RR failed Neve tests within 6"; AutopistolRending Blasting
claw charge Heavy rock cutter Melee Melee Ux2 -4 2 -1 to hit, Take out p.188 4 Primus 2 Meticulous Planning Primus Tactic Use this Tactic at 2the
Command
start of the
Points
first battle round. Roll a D6 for each model from your kill team that did not move as a result of the Cult Ambush ability. On a roll of 5+, you can move that model as described in its Cult Ambush ability.
Cult Ambush: Before first round on D6 5+ move 6";
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Acolyte Iconward (3) 6" 3+ 3+ 4 3 4 4 8 5+ 38 Sacred Cult Banner: RR failed Neve tests within 6"; AutopistolRending Blasting
claw charge Heavy rock drill Melee Melee Ux2 -3 1 Mortal wounds p.188 5 Acolyte Iconward
Nexus of
1 Devotion Acolyte Iconward Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, you can roll a D6 each time a friendly model within 6" of this model loses a wound; on a 6 the wound is not lost. If a model already has an ability with a similar effect, you can choose which effect applies, and RR 1s when making these rolls.
Cult Ambush: Before first round on D6 5+ move 6";
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Acolyte Iconward (4) 6" 3+ 3+ 4 3 4 4 8 5+ 58 Sacred Cult Banner: RR failed Neve tests within 6"; AutopistolRending Blasting
claw charge Heavy rock saw Melee Melee Ux2 -4 2 4 Acolyte Iconward
Rabble 2Rouser Acolyte Iconward Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, all friendly models within 6" of this model can use the Acolyte Iconward's Leadership instead of their own.
Cult Ambush: Before first round on D6 5+ move 6";
Inspirational Deeds: If enemy taken out by autostub, RR hit 1s within 6" until end of phase;
Kelermorph (1) 6" 3+ 2+ 3 3 4 3 8 5+ 25 Lightning Reflexes: 5++; Liberator Liberator
autostubLiberator
autostubCultist
autostubknife Lash whip and bonesword Melee Melee U -2 1 Fight after taken out 2 Kelermorph
Blaze
1 of Glory Kelermorph Tactic Use this Tactic when
1 Command
you pick a
Point
Kelermorph from your kill team to shoot in the Shooting phase. Instead of shooting normally, you can make a single attack with one of this model's ranged weapons against each enemy model within 8" that is an eligible target.
Cult Ambush: Before first round on D6 5+ move 6";
Inspirational Deeds: If enemy taken out by autostub, RR hit 1s within 6" until end of phase;
Kelermorph (2) 6" 3+ 2+ 3 3 4 3 8 5+ 30 Lightning Reflexes: 5++; Liberator Liberator
autostubLiberator
autostubCultist
autostubknife Metamorph claw Melee Melee U+2 0 1 1 Ghyrson Starn
Blaze1 of Glory Kelermorph Tactic Use this Tactic when
1 Command
you pick a
Point
Kelermorph from your kill team to shoot in the Shooting phase. Instead of shooting normally, you can make a single attack with one of this model's ranged weapons against each enemy model within 8" that is an eligible target.
Cult Ambush: Before first round on D6 5+ move 6";
Inspirational Deeds: If enemy taken out by autostub, RR hit 1s within 6" until end of phase;
Kelermorph (3) 6" 3+ 2+ 3 3 4 3 8 5+ 45 Lightning Reflexes: 5++; Liberator Liberator
autostubLiberator
autostubCultist
autostubknife Metamorph talon Melee Melee U 0 1 Add 1 to hit 0 Crasker Matterzhek
Nexus of Devotion
1 Acolyte Iconward Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, you can roll a D6 each time a friendly model within 6" of this model loses a wound; on a 6 the wound is not lost. If a model already has an ability with a similar effect, you can choose which effect applies, and RR 1s when making these rolls.
Cult Ambush: Before first round on D6 5+ move 6";
Inspirational Deeds: If enemy taken out by autostub, RR hit 1s within 6" until end of phase;
Kelermorph (4) 6" 3+ 2+ 3 3 4 3 8 5+ 65 Lightning Reflexes: 5++; Liberator Liberator
autostubLiberator
autostubCultist
autostubknife Metamorph whip Melee Melee U 0 1 Fight after taken out 1 Crasker Matterzhek
Rabble Rouser
2 Acolyte Iconward Aura Tactic
Use this Tactic at 1the
Command
start of the
Point
Movement phase. As long as this model is not shaken, all friendly models within 6" of this model can use the Acolyte Iconward's Leadership instead of their own.
Cult Ambush: Before first round on D6 5+ move 6";
Inspirational Deeds: If enemy taken out by autostub, RR hit 1s within 6" until end of phase;
Ghyrson Starn (1) 6" 3+ 2+ 3 3 4 3 8 5+ 25 Lightning Reflexes: 5++; Liberator Liberator
autostubLiberator
autostubCultist
autostubknife Power hammer Melee Melee Ux2 -3 3 -1 to hit 4
Cult Ambush: Before first round on D6 5+ move 6";
Inspirational Deeds: If enemy taken out by autostub, RR hit 1s within 6" until end of phase;
Ghyrson Starn (2) 6" 3+ 2+ 3 3 4 3 8 5+ 30 Lightning Reflexes: 5++; Liberator Liberator
autostubLiberator
autostubCultist
autostubknife Power maul Melee Melee U+2 -1 1 1
Cult Ambush: Before first round on D6 5+ move 6";
Inspirational Deeds: If enemy taken out by autostub, RR hit 1s within 6" until end of phase;
Ghyrson Starn (3) 6" 3+ 2+ 3 3 4 3 8 5+ 45 Lightning Reflexes: 5++; Liberator Liberator
autostubLiberator
autostubCultist
autostubknife Power pick Melee Melee U -2 d3 3
Cult Ambush: Before first round on D6 5+ move 6";
Inspirational Deeds: If enemy taken out by autostub, RR hit 1s within 6" until end of phase;
Ghyrson Starn (4) 6" 3+ 2+ 3 3 4 3 8 5+ 65 Lightning Reflexes: 5++; Liberator Liberator
autostubLiberator
autostubCultist
autostubknife Rending claw Melee Melee U -1 1 Wound 6+ at AP -4 0
Cult Ambush: Before first round on D6 5+ move 6";
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Crasker Matterzhek (1)
6" 3+ 3+ 4 3 4 4 8 5+ 18 Sacred Cult Banner: RR failed Neve tests within 6"; AutopistolRending Blasting
claw charge Rending claws Melee Melee U -1 1 Wound 6+ at AP -4 0
Cult Ambush: Before first round on D6 5+ move 6";
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Crasker Matterzhek (2)
6" 3+ 3+ 4 3 4 4 8 5+ 23 Sacred Cult Banner: RR failed Neve tests within 6"; AutopistolRending Blasting
claw charge Scything talons Melee Melee U 0 1 If 2 +1 attack, RR hit 1s 0
Cult Ambush: Before first round on D6 5+ move 6";
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Crasker Matterzhek (3)
6" 3+ 3+ 4 3 4 4 8 5+ 38 Sacred Cult Banner: RR failed Neve tests within 6"; AutopistolRending Blasting
claw charge Cult icon RR fight hit 1s within 6" 5
Cult Ambush: Before first round on D6 5+ move 6";
Unquestioning Loyalty: D6 when use Look Out, Sir! On 2+ gain 1 CP;
Crasker Matterzhek (4)
6" 3+ 3+ 4 3 4 4 8 5+ 58 Sacred Cult Banner: RR failed Neve tests within 6"; AutopistolRending Blasting
claw charge Extended carapace Sv 4+, Lose S&D 0
Toxin sacs Wound 6+ fight D +1 1
Monstrous rending claws Melee Melee U -3 D3 Wound 6+ at AP-6 D 3 0
Force stave Melee Melee U+2 -1 D3 0
Needle pistol 12" Pistol 1 1 0 1 Wounds on 2+ 0
Bonesword (COM) Melee Melee U -2 1 0
Toxin injector claw Melee Melee U -1 1 Wounds on 2+, 6+ AP-4 0
Liberator autostub 12" Pistol 1 4 -1 2 0
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Elucia Vhane (1) 6" 3+ 3+ 3 3 4 3 9 4+ 45 Concealed Archeotech Weapon: 1/battle start of Fight, enemy within 1" suffers D3 mortal wounds on 4+; Disruption Field Heirloom
Generator:
Monomolecular
pistol
4++; Concussion
cane-rapier
grenade Artificer shotgun 12" Assault 2 4 0 1 Half range S +1 0 Tactic 1 Combat Medicine Elucidian Starstriders Tactic Use this Tactic after
1 Command
using Sanistasia
Point Minst's
Elucia Vhane
Healing Explorator
Serum ability
Fleetmaster
(whether or
If your
not the
killability
team is was
Battle-forged,
successful).you
Youstart
canthe
immediately
10
battle withuse
1 extra
that Command
ability for aPoint
second
for time
Elucidian
this phase,
Starstriders
eitherTactics.
on a different model or the same model again.
Elucia Vhane (2) 6" 3+ 3+ 3 3 4 3 9 4+ 60 Concealed Archeotech Weapon: 1/battle start of Fight, enemy within 1" suffers D3 mortal wounds on 4+; Disruption Field Heirloom
Generator:
Monomolecular
pistol
4++; Concussion
cane-rapier
grenade Concussion grenade 6" Grenade d3 3 0 1 Within 1" terrain S, D +1 0 Tactic 2 Executioner Shell Elucidian Starstriders Tactic Use this Tactic before
2 Command
Voidmaster
Points
Nitsch
Elucia
is chosen
VhanetoTrader
shoot with
Militant
in the Shooting
Addphase.
1 to thisOnly
model's
makeAttacks
a singlecharacteristic
hit roll with his15artificer shotgun this phase, but add 3 to the result; if the hit roll is successful, the enemy suffers 1 mortal wound and the attack sequence ends.
Elucia Vhane (3) 6" 3+ 3+ 3 3 4 3 9 4+ 75 Concealed Archeotech Weapon: 1/battle start of Fight, enemy within 1" suffers D3 mortal wounds on 4+; Disruption Field Heirloom
Generator:
Monomolecular
pistol
4++; Concussion
cane-rapier
grenade Dartmask 9" Pistol 1 1 -1 1 Wounds on 2+ 0 Tactic 3 Killing Strikes Elucidian Starstriders Tactic Use this Tactic before
2 Command
Knosso Points
Prond is chose to fight with in the Fight phase. Until the end of the phase, the Damage characteristic of her power blade is increased to D3.
Elucia Vhane (4) 6" 3+ 3+ 3 3 4 3 9 4+ 100 Concealed Archeotech Weapon: 1/battle start of Fight, enemy within 1" suffers D3 mortal wounds on 4+; Disruption Field Heirloom
Generator:
Monomolecular
pistol
4++; Concussion
cane-rapier
grenade Heirloom pistol 12" Pistol 1 4 -2 2 0 Tactic 4 Priority Objective Identified Elucidian Starstriders Tactic Use this Tactic at 1the
Command
end of the
Point
Movement phase if Larsen van der Grauss is within 3" of an objective marker and not shaken. Until the end of the battle round, add 1 to his saving throws and Attacks characteristic.
Specialist Retainer: Combat specialist but does not count against max number of specialists;
Zealous: RR failed hit rolls in a round this model charges or is charged;
Knosso Prond 7" 3+ 4+ 4 3 2 4 8 5+ 25 Uncanny Reflexes: 5++; Death cultDartmask
power blade
Concussion grenade Laspistol 12" Pistol 1 3 0 1 0 Tactic 5 Voltagheist Field Elucidian Starstriders Tactic Use this Tactic before
2 Command
Larsen van
Points
der Grauss is chosen to shoot with in the Shooting phase. He can do one of the following instead of shooting normally: open or close a door as if he were within 1" of it, scan a terrain feature for traps (your opponent(s) must tell you if that terrain feature has been trapped or not)
Specialist Retainer: Comms specialist but does not count against max number of specialists;
Larsen van der Grauss 6" 4+ 4+ 3 3 2 2 8 4+ 22 Voltagheist Array: Friendly Elucidian Starstriders within 6" have 5++; Voltaic pistol
Concussion grenade Lasgun 24" Rapid Fire 1 3 0 1 0 Tactic 6 Voltagheist Transference Elucidian Starstriders Tactic Use this Tactic in 2the
Command
Movement
Points
phase before making a normal move with Larsen van der Grauss. Remove this model from the battlefield, then set it up anywhere that is more than 4" from any enemy models. He cannot move further this phase.
Specialist Retainer: Medic specialist but does not count against max number of specialists;
Sanistasia Minst 6" 4+ 4+ 3 3 2 2 7 5+ 17 Healing Serum: If not shaken, charge, fall back, ready, remove 1 flesh wound from Elucidian Starstrider within 1" on 4+; Scalpel claw
LaspistolConcussion grenade Rotor cannon 24" Heavy 4 4 -1 2 0 Tactic 7
Voidsman 6" 4+ 3+ 3 3 1 1 7 5+ 6 Loyal Retainer: Ld +1 within 6" of Eludia Vhane; Lasgun LaspistolConcussion grenade Voltaic pistol 12" Pistol 1 5 0 1 Hit 6 causes 3 hits 0 Tactic 8
Voidsman Gunner 6" 4+ 3+ 3 3 1 1 7 5+ 6 Loyal Retainer: Ld +1 within 6" of Eludia Vhane; Rotor cannon
LaspistolConcussion grenade Death cult power blade Melee Melee U -2 1 0 Tactic 9
Voidmaster Nitsch 6" 4+ 3+ 3 3 2 2 8 5+ 6 Loyal Retainer: Ld +1 within 6" of Eludia Vhane; Artificer shotgun
LaspistolConcussion grenade Monomolecular cane-rapier Melee Melee U -4 1 0 Tactic 10
Aximillion 8" 3+ - 3 3 1 2 5 6+ 6 Loyal Retainer: Ld +1 within 6" of Eludia Vhane; Viscious bite Scalpel claw Melee Melee U -1 1 0 Tactic 11
Vicious bite Melee Melee U 0 1 0 Tactic 12
Tactic 13
Tactic 14
Tactic 15
Tactic 16
Tactic 17
Tactic 18
Tactic 19
Tactic 20
Tactic 21
Tactic 22
Use this Tactic at the start of the Movement phase. Elucia Vhane gains the followin aura ability until the end of the battle round:
Elucia Vhane
Multi-spectral
1 Auspicator Elucia Vhane Aura Tactic As long as this model
1 Command
is not shaken,
Point re-roll hit rolls of 1 for attacks made by friendly Elucidian Starstriders models within 6" of it.
Elucia Vhane
Digital
2 Laser Regalia Elucia Vhane Aura Tactic Use this Tactic immediately
2 Command after
Points
fighting with Elucia Vhane. Make an additional hit roll against an enemy model within 1" of her; if the hit roll is successful, the enemy model suffers 1 mortal wound and the attack sequence ends.
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Leaping Insectoids: RR failed charge rolls, pile in and consolidate 6";
Vermin: Injury rolls for this model +1;
Cursemite 8" 4+ - 2 2 1 2 8 6+ 4 Mindless: Cannot be specialists, not part of fire team, gain no XP; Bloodsucking proboscis Acid spit 8" Pistol 1 U -1 1 Tactic 1 Corruption and Decay Gellerpox Infected Tactic Use this Tactic at 2the
Command
start of the
Points
Fight Vulgrar
phase. Thrice-cursed
Choose an enemy model
Twisted
within
Brilliance
3" of a model from your
If your
killkill
team.
teamUntil
is Battle-forged,
the end of the
you
phase,
start the
subtract
battle1with
from10
1 that
extraenemy
Command
model's
Point
Toughness
for Gellerpox
characteristic.
Infected Tactics.
Hatchlings: Injury rolls for this model +1, Never suffer flesh wounds;
Buzzing Swarm: Attacks against this model -1 hit, Auto pass Falling tests;
Eyestinger Swarm 10" 4+ - 2 2 1 D3 8 7+ 5 Mindless: Cannot be specialists, not part of fire team, gain no XP; Spawning barb Belly-flamer 8" Assault D6 4 0 1 Auto hit Tactic 2 Gellershift Gellerpox Infected Tactic Use this Tactic in 2the
Command
Movement
Points
phaseVulgrar
before Thrice-cursed
making a normal move
Master
with aofGellerpox
Vermin Mutant fromWhile
your this
kill team.
model Remove
is not shaken,
that model
RR hit
from
rollsthe
forbattlefield,
Mutoid Vermin
15
then set
models
it up whilst
anywhere
they on
arethe
within
battlefield
6" of it.that is more than 4" from any enemy models. It cannot move further in this phase.
Disgustingly Resilient: 5+ negate wound loss;
Gellerpox Mutant 5" 4+ 4+ 4 4 1 2 6 6+ 8 Gellercaust Mask: 5++; If 6 on save in Fight enemy suffers mortal wound; Frag grenade
Mutated limbs and improvised weapons Frag grenades 6" Grenade D6 3 0 1 Tactic 3 Machine Glitch Gellerpox Infected Tactic Use this Tactic when
1 Command
a player attempts
Point to open or close a door if a Glitchling from your Kill Team that is not shaken is within 1" of that door or doorway. Add 3 to your dice result when rolling off to determine if that door opens (or remains closed) or if it closes (or remains open).
Disgustingly Resilient: 5+ negate wound loss; Daemonic: 5++;
Squishable: Only makes Disgustingly Resilient roll vs D 1;
Glitchling 5" 4+ - 2 2 1 2 7 5 Weapon Glitch: Ranged weapons -1 to hit this model if not shaken; Diseased claws and fangs Bloodsucking proboscis Melee Melee U 0 1 Hit 6 causes 2 hits Tactic 4 Rancid Vomit Gellerpox Infected Tactic Use this Tactic at 2the
Command
start of the
Points
Shooting phase. Choose a Nightmare Hulk model from your kill team and then choose an enemy model within 6" of and visible to it. Roll three D6; for each roll of 5+ that enemy model suffers 1 mortal wound.
Disgustingly Resilient: 5+ negate wound loss;
Nightmare Hulk 4" 4+ - 5 5 4 3 7 6+ 31 Horrific Visage: Enemy within 6" are -1 Ld; Hideous mutations Diseased claws and fangs Melee Melee U 0 1 RR wound 1s Tactic 5 Twisted Blessings Gellerpox Infected Tactic Use this Tactic at 2the
Command
end of the
Points
Movement phase. Choose a Nightmare Hulk model from your kill team that has one or more flesh wounds and roll a D6; on a 4+ one flesh wound is removed from that model.
Disgustingly Resilient: 5+ negate wound loss;
Gnasher-Screamer 4" 4+ - 5 5 4 4 8 6+ 31 Horrific Visage: Enemy within 6" are -1 Ld; Hideous mutations
Plague cleave Fanged maw and stinger Melee Melee U -1 1 Tactic 6 Verminoid Infestation Gellerpox Infected Tactic Use this Tactic at 3the
Command
end of the
Points
Movement phase. Set up a Mutoid Vermin model on the battlefield anywhere that is wholly within 6" of a Gellerpox Infected model from your kill team and more than 6" from any enemy models. This Mutoid Vermin model is added to your kill team until the end of the mssion, but is ignored for the purposes of determ
Caustic Blood: If taken out in Fight, on 6 enemy model which made the attack suffers 1 mortal wound;
Vermin: Injury rolls for this model +1;
Sludge-grub 5" 4+ 4+ 3 2 1 1 8 6+ 5 Mindless: Cannot be specialists, not part of fire team, gain no XP; Fanged maw
Acid and
spit stinger Fleshripper claws Melee Melee U+1 -2 2 Tactic 7
Disgustingly Resilient: 5+ negate wound loss;
Horrific Visage: Enemy within 6" are -1 Ld;
Vulgrar Thrice-cursed (1) 4" 3+ 6+ 5 5 5 4 9 6+ 65 Bionic Abomination: 6++; Belly-flamer
Fleshripper claws Hideous mutations Melee Melee U -2 2 Tactic 8
Disgustingly Resilient: 5+ negate wound loss;
Horrific Visage: Enemy within 6" are -1 Ld;
Vulgrar Thrice-cursed (2) 4" 3+ 6+ 5 5 5 4 9 6+ 85 Bionic Abomination: 6++; Belly-flamer
Fleshripper claws Mutated limbs and improvised weapons Melee Melee U -1 1 Tactic 9
Disgustingly Resilient: 5+ negate wound loss;
Horrific Visage: Enemy within 6" are -1 Ld;
Vulgrar Thrice-cursed (3) 4" 3+ 6+ 5 5 5 4 9 6+ 105 Bionic Abomination: 6++; Belly-flamer
Fleshripper claws Plague cleaver Melee Melee U -2 2 RR wound 1s Tactic 10
Disgustingly Resilient: 5+ negate wound loss;
Horrific Visage: Enemy within 6" are -1 Ld;
Vulgrar Thrice-cursed (4) 4" 3+ 6+ 5 5 5 4 9 6+ 130 Bionic Abomination: 6++; Belly-flamer
Fleshripper claws Spawning barb Melee Melee U 0 1 Hit 6 auto wound Tactic 11
Tactic 12
Tactic 13
Tactic 14
Tactic 15
Tactic 16
Tactic 17
Tactic 18
Tactic 19
0 Tactic 20
0 Tactic 21
0 Tactic 22
0 Vulgrar Thrice-cursed
Insane Gibbering
1 Vulgrar Thrice-cursed Tactic
Use this Tactic at 1the
Command
start of the
Point
Psychic phase if your kill team includes Vulgrar Thrice-cursed. Until the end of the phase, subtract 1 from Psychic tests taken for enemy Psykers whilst they are within 18" of your Vulgrar Thrice-cursed.
Use this Tactic at the start of the Movement phase if your kill team included Vulgrar Thrice-cursed. This model gains the following aura ability until the end of the battle round.
0 Vulgrar Thrice-cursed
Lord of Resentment
2 Vulgrar Thrice-cursed AuraAsTactic
long as this model
1 Command
is not shaken,
Point you can RR hit rolls of 1 made for friendly Gellerpox Infected models within 6" of this model.
0
0
0
0
0
0
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Death to the False Emporer: 6+ hit make extra attack vs Imperium; Sigil of Corruption: 4++;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Obsidius Mallex (1) 6" 2+ 2+ 4 4 5 4 9 3+ 125 For the Dark Gods: RR
Plasma
failedpistol
Thunder
hit rolls vs
hammer
enemy Commanders; Plasma pistol * 7 Tactic 1 Veterans of the
Servants
Long War
of theUse
Abyss
thisTactic
Tactic when a2 Rubrik
CommandMarine
Points
model from your kill team is chosen to attack in the Shooting or Fight phase. You can add 1 to wound rolls for the model's attac
Death to the False Emporer: 6+ hit make extra attack vs Imperium; Sigil of Corruption: 4++;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Obsidius Mallex (2) 6" 2+ 2+ 4 4 5 4 9 3+ 140 For the Dark Gods: RR
Plasma
failedpistol
Thunder
hit rolls vs
hammer
enemy Commanders; Plasma pistol (standard) 12" Pistol 1 7 -3 1 0 Tactic 2 Expendable Minions
Servants of theUse
Abyss
thisTactic
Tactic when a1 Heretic
Command Astartes
Pointmodel from your kill team is picked as the target of a shooting attack. Pick a Servants of the Abyss model (excluding Heretic
Death to the False Emporer: 6+ hit make extra attack vs Imperium; Sigil of Corruption: 4++;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Obsidius Mallex (3) 6" 2+ 2+ 4 4 5 4 9 3+ 155 For the Dark Gods: RR
Plasma
failedpistol
Thunder
hit rolls vs
hammer
enemy Commanders; Plasma pistol (supercharge) 12" Pistol 1 8 -3 2 1 to hit out of action 0 Tactic 3 Blackstone Trinket
Servants of theUse
Abyss
thisTactic
Tactic when an
2 Command
enemy Psyker
Points
successfully manifests a psychic power within 6" of a Servants of the Abyss model from your kill team. Roll a D6. On a 4+ th
Death to the False Emporer: 6+ hit make extra attack vs Imperium; Sigil of Corruption: 4++;
Transhuman Physiology: Ignore hit penalty for one flesh wound;
Obsidius Mallex (4) 6" 2+ 2+ 4 4 5 4 9 3+ 170 For the Dark Gods: RR
Plasma
failedpistol
Thunder
hit rolls vs
hammer
enemy Commanders; Thunder hammer Melee Melee Ux2 -3 3 -1 to hit 0 Tactic 4 Fully ChargedServants of theUse
Abyss
thisTactic
Tactic at the start
2 Command
of the Shooting
Points phase. Pick two Negavolt Cultist models from your kill team that are within 1" of each other. Add 1 to invulnerable saves m
Traitor Guardsman 6" 4+ 4+ 3 3 1 1 6 5+ 5 Servants of the Abyss:
FragRR
grenade
failed Nerve tests while within 6" of Heretic Astartes; Lasgun 24" Rapid Fire 1 3 0 1 0 Tactic 5
Traitor Guardsman Gunner
6" 4+ 4+ 3 3 1 1 6 5+ 5 Servants of the Abyss:
FragRR
grenade
failed Nerve tests while within 6" of Heretic Astartes; Flamer 8" Assault d6 4 0 1 Auto hit 3 Tactic 6
Traitor Sergeant 6" 4+ 4+ 3 3 1 2 7 5+ 5 Servants of the Abyss:
FragRR
grenade
failed
LaspistolChainsword
Nerve tests while within 6" of Heretic Astartes; Autopistol 12" Pistol 1 3 0 1 0 Tactic 7
Servants of the Abyss: RR failed Nerve tests while within 6" of Heretic Astartes;
Chaos Beastman 6" 3+ 4+ 4 4 1 1 6 5+ 7 Savage Charge: +1 Frag
S andgrenade
+1 A when charge; Laspistol 12" Pistol 1 3 0 1 0 Tactic 8
Servants of the Abyss: RR failed Nerve tests while within 6" of Heretic Astartes;
Fanatical Devotion: Negate wounds on 5+;
Negavolt Cultist 6" 3+ 4+ 3 3 1 3 8 6+ 9 Voltgheist Field: 5++Electro-goads
and after charge roll D6 for 1 enemy. Mortal wound on 6. Brutal assault weapon Melee Melee U 0 1 1 Extra attack 0 Tactic 9
Servants of the Abyss: RR failed Nerve tests while within 6" of Heretic Astartes;
Rogue Psyker 6" 4+ 4+ 3 3 4 2 8 5+ 20 Psyker: 1 Power, 1 Deny;
LaspistolChaos
Unrestrained
stave
Power: RR 1s on Psychic tests, any double Perils of Warp;
Chainsword Melee Melee U 0 1 1 Extra attack 0 Tactic 10
Death to the False Emporer: 6+ hit make extra attack vs Imperium; Sigil of Corruption: 4++;
Black Legionnaire 6" 3+ 3+ 4 4 1 1 7 3+ 12 Transhuman Physiology:
Boltgun
Ignore
Bolthit
pistol
penalty
Frag grenade
for one
Krakflesh
grenade
wound; Frag grenade 6" Grenade d6 3 0 1 0 Tactic 11
Krak grenade 6" Grenade 1 6 -1 D3 0 Tactic 12
Electro-goads Melee Melee U+2 0 1 Hit 6+ is 3 hits 0 Tactic 13
Chaos stave Melee Melee U -1 D3 0 Tactic 14
Boltgun 24" Rapid Fire 1 4 0 1 0 Tactic 15
Bolt pistol 12" Pistol 1 4 0 1 0 Tactic 16
Tactic 17
Tactic 18
Tactic 19
Tactic 20
Tactic 21
Tactic 22
Name M WS BS S T W A Ld Sv Points Abilities Equip 1 Equip 2 Equip 3 Equip 4 Equip 5 Equip 6 Equip 7 Equip 8 Weapon Range Type S AP D Abilities Points Tactics Name Faction Text Cost Commander Trait Text Points Commander Psychic Power WC Description
Quarry Can't Hide: Ignore obscure hit penalty; Fieldcraft: Additional -1 to hit if obscured;
Dahyak Grekh (1) 7" 3+ 3+ 3 3 3 3 7 6+ 25 Concealed Booby Traps: Plant Traps in Scouting phase D3+1; Kroot rifleKroot pistol Kroot pistol 12" Pistol 1 4 0 1 0 Tactic 1 Agile Hunter Kroot Tactic Use this Tactic when
1 Command
a model from
Pointyour kill team moves in the Movement phase. This model can leap over gaps less han 4" across instead of less than 2" across until the end of this phase.
Quarry Can't Hide: Ignore obscure hit penalty; Fieldcraft: Additional -1 to hit if obscured;
Dahyak Grekh (2) 7" 3+ 3+ 3 3 3 3 7 6+ 30 Concealed Booby Traps: Plant Traps in Scouting phase D3+1; Kroot rifleKroot pistol Kroot rifle * 0 Tactic 2 Hyper-evolution Kroot Tactic Use this Tactic when
2 Command
a model from
Points
your kill team takes an enemy model out of action in the Fight phase, and is not within 1" of any other enemy models. This model may not move in the consolidate step. Add 1 to this model's Move and Strength characteristics until the end of the battle.
Quarry Can't Hide: Ignore obscure hit penalty; Fieldcraft: Additional -1 to hit if obscured;
Dahyak Grekh (3) 7" 3+ 3+ 3 3 3 3 7 6+ 40 Concealed Booby Traps: Plant Traps in Scouting phase D3+1; Kroot rifleKroot pistol Kroot rifle (ranged) 24" Rapid Fire 1 4 0 1 Tactic 3 Prestigious Trophy Kroot Tactic Use this Tactic when
1 Command
a Kroot Carnivore
Point from your kill team takes an enemy Leader out of action in the Fight phase. That Kroot Carnivore automatically passes Nerve tests until the end of the battle.
Quarry Can't Hide: Ignore obscure hit penalty; Fieldcraft: Additional -1 to hit if obscured;
Dahyak Grekh (4) 7" 3+ 3+ 3 3 3 3 7 6+ 50 Concealed Booby Traps: Plant Traps in Scouting phase D3+1; Kroot rifleKroot pistol Kroot rifle (melee) Melee Melee U+1 0 1 Tactic 4 Primal Savagery Kroot Tactic Use this Tactic at 1the
Command
end of the
Point
Fight phase. Pick a Krootox Rider from your kill team that is within 1" of an enemy model - your model can immediately fight again.
Kroot Carnivore 7" 3+ 4+ 3 3 1 1 6 6+ 6 Kroot rifle Kroot gun 48" Rapid Fire 1 7 -1 D3 Tactic 5 Tearing Jaws Kroot Tactic Use this Tactic before
1 Command
you make
Point
an Injury roll for a model whose wounds were reduced to 0 by an attack made by a Kroot Hound. Roll two D6 for that injury roll and use the highest result.
Kroot Hound 12"3+ - 3 3 1 2 5 6+ 6 Voracious Predator: +1 to hit vs flesh wounded models; Ripping fangs Riffing fangs Melee Melee U -1 1 Tactic 6 Unfettered Aggression Kroot Tactic Use this Tactic when
1 Command
you choose
Point
a model from your kill team to fight in the Fight phase. Until the end of the phase, add 1 to that model's Attacks charcteristic.
Krootox Rider 7" 3+ 4+ 6 5 4 2 6 6+ 27 Agile Brute: Advance 6" instead of rolling die; Kroot gunKrootox fists Krootox fists Melee Melee U 0 2 Tactic 7
Tactic 8
Tactic 9
Tactic 10
Tactic 11
Tactic 12
Tactic 13
Tactic 14
Tactic 15
Tactic 16
Tactic 17
Tactic 18
Tactic 19
Tactic 20
Tactic 21
Tactic 22