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Remember These!

Lies and Obfuscation: enemy counts AL as +2” away for Shooting Attacks, Charges, Rxns
Advanced Rxn: Smoke and Mirrors
○ When declared as target of a Shooting Attack in Shooting Phase, redeploy one model
within 12” and Scatter 1d6”. Place rest of unit in coherency and within 6” of first model,
then resolve Shooting Attack. If completely out of sight, attacker loses that attack
HQ
● Armillus Dynat
M WS BS S T W I A Ld Sv

7” 6 5 4 4 3 5 4 10 2+/4I
○ Warlord: The Harrowing–before deployment, pick three friendly Infantry Units, give
them Infiltrate***, Scout***, or Counter-attack (1)***. Also get additional Rxn in
Movement Phase
○ Relentless: fire heavy as if stationary, can charge after firing heavy
○ Precision Strikes (4+): can allocate Wounds on To Hit of 4+
○ Water Master: can split melee attacks
○ Weapons/Wargear
■ Bolt Pistol: 12”/S4/AP5/Pistol 1
■ 1 Venom Sphere: 8”/S1/AP-/Assault 6, Poison (3+), One Shot
■ 1 Phosphex Bomb: 6”/S5/AP2/Assault 1, One Use, Blast (3”), Poisoned (3+),
Crawling Fire, Lingering Death
■ The Prince: Melee/SUser/AP3/Rending (6+)
■ The Prophet: Melee/S9/AP2/Unwieldy, Thunderstrike (hitting at all with The
Prince lets you make one attack with The Prophet, at Init 1)
■ frag/krak grenades (LH pg. 143)

● Saboteur Consul
M WS BS S T W I A Ld Sv

7” 5 5 4 4 2 5 3 9 2+/5I
○ Relentless: fire heavy as if stationary, can charge after firing heavy
○ Infiltrate, Scout***
○ Shroud Bombs: +6” further away when targeted by Shooting Attacks
○ False Colours: Cannot be targeted with a Shooting Attack as long as this unit hasn’t
made a Shooting Attack, or successfully Charged. This does not prevent Charges.
○ Weapons/Wargear
■ Power Dagger: Melee/S3/AP3/Sudden Strike (1), Breaching (5+)
■ Combi-melta:
● Bolter: 24”/S4/AP5/Rapid Fire
● Melta: 12”/S8/AP1/Assault 1, Armourbane (Melta), One Shot
■ Bolt Pistol: 12”/S4/AP5/Pistol 1
■ Chainsword: Melee/SUser/AP-/Shred
Troops
● Tactical Squad (100)
● Tactical Squad (100)
M WS BS S T W I A Ld Sv

7” 4 4 4 4 1 4 1(2) 7(8) 3+

Elites
● Lernaean Terminators (250)
M WS BS S T W I A Ld Sv

6” 4 4 4 4 2(3) 4 2(3) 8(9) 2+/4I


○ Heavy: Reroll failed Armor Saves against Template and Blast weapons; Cannot Run,
and reduces Initiative by 1 when making Reaction Movement
○ Relentless: fire heavy as if stationary, can charge after firing heavy
○ Stubborn: ignore negative Ld mods for Morale checks or Pinning tests
○ Hydran Exemplars: +1 To Hit
○ It Will Not Die (5+): @ end of my turn, heal 1W on 5+
○ Weapons/Wargear
■ Volkite Charger: 15”/S5/AP5/Assault 2, Deflagrate
■ Conversion Beam Cannon:
● Up to 18”/S7/AP-/Heavy 1, Blast 3”, Blind
● 18-42”/S9/AP4/Heavy 1, Blast 3”, Blind
● 42-72”/S12/AP1/Heavy 1, Blast 3”, Blind
■ Power Axe: Melee/S5/AP2/Unwieldy
■ (Sgt Only) 1 Venom Sphere: 8”/S1/AP-/Assault 6, Poison (3+), One Shot

Heavy Support
● Heavy Support Squad
M WS BS S T W I A Ld Sv

7” 4 4 4 4 1 4 1(2) 7(8) 3+/2+


○ Heavy: Reroll failed Armor Saves against Template and Blast weapons; Cannot Run,
and reduces Initiative by 1 when making Reaction Movement
○ Weapons/Wargear
■ Bolt Pistol: 12”/S4/AP5/Pistol 1
■ Volkite Culverin: 45"/S6/AP5/Heavy 5/Deflagrate
■ Missile Launcher:
● Frag: 48”/S4/AP6/Heavy 1, Blast (3”), Pinning
● Krak: 48”/S8/AP3/Heavy 1
● Flak: 48”/S7/AP3/Heavy 1, Skyfire
● Leviathan Dreadnought

M WS BS S T W I A Ld Sv

6” 5 5 8 8 7 4 4 9 2+/5I
○ Hammer of Wrath (3): When successfully Charge, get 3 extra attacks at SUser/AP-/no
extra rules
○ Move Through Cover: No penalty for moving/Charging through Difficult Terrain
○ Weapons/Wargear
■ Atomantic Deflector (LH pg. 140)
■ 2 Heavy Flamers: Template/S5/AP4/Assault 1
■ Meltagun: 12”/S8/AP1/Assault 1, Armourbane (Melta)
■ Leviathan Siege Claw: Melee/S10/AP2/Brutal (3)
■ Grav-flux Bombard: 18”/S*/AP4/Heavy 1, Large Blast (5”), Graviton Collapse,
Torsion Crusher, Ignores Cover, Concussive (1)
● Graviton Collapse: When Wounding, target player rolls 2D6. If greater than
Target Unit’s Strength, it suffers Wound (take Saves and Damage
Mitigation as normal, except Shrouded). Against Vehicles, roll 4D6 for
Armour Penetration.
● Torsion Crusher: Vehicles take double damage
● Concussive: Successful Wounds cause Ld Test at end of phase. If failed,
-1 WS til end of next assault phase.
***
● Infiltrate
○ After all other units have been deployed, can deploy this unit anywhere outside 9” and
LoS from enemy OR outside 12” (can be in sight)
○ Cannot Charge on first turn
○ Grants Outflank if kept in Reserves
○ Can deploy with Infiltrate and then redeploy with Scout
○ If both players have Infiltrators, roll off and winner decides first, then alternate
● Scout
○ After all units (including Infiltrators) have deployed but before first player turn starts, can
redeploy
■ Infantry, Artillery, Dreadnought, Automata can redeploy anywhere entirely within
6” of original location
○ Scout redeployment can move outside Deployment Zone, but must be outside 9” of any
enemies
○ Units that use their Scout redeployment cannot Charge on first Game Turn
○ Roll off to decide who does Scout first
○ Scout units in Reserves gain Outflank
● Counter-attack (1)
○ Get +1 attack when Charged (not if already engaged or used Hold the Line)

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