William's Space Marines

William (Warhammer 40,000 10th Edition) [1,995pts]

  • Army Roster (Imperium - Adeptus Astartes - Dark Angels) [1,995pts]

    Rules: Oath of Moment

    • Configuration

      • Battle Size

        Selections: 2. Strike Force (2000 Point limit)

        Categories: Configuration

      • Detachment

        Selections: Unforgiven Task Force

        Categories: Configuration

        Abilities: Grim Resolve


        Abilities Description
        Grim Resolve While an Adeptus Astartes unit from your army is Battle-shocked, change the Objective Control characteristic of models in that unit to 1, instead of 0.
      • Show/Hide Options

        Selections: Imperial Knights are visible

        Categories: Configuration

    • Character [255pts]

      • Captain in Terminator Armour [95pts]

        Selections: Relic Weapon, Storm Bolter, Warlord

        Categories: Character, Infantry, Captain, Faction: Adeptus Astartes, Imperium, Terminator, Deathwing, Warlord

        Rules: Deep Strike, Leader, Oath of Moment, Rapid Fire

        Abilities: Invulnerable Save, Leader, Rites of Battle, Unstoppable Valour, Melee Weapons: Relic Weapon, Ranged Weapons: Storm Bolter (Captain), Unit: Captain in Terminator Armour


        Abilities Description
        Invulnerable Save 4+
        Leader This model can be attached to the following units:

        ■ Relic Terminator Squad
        ■ Terminator Assault Squad
        ■ Terminator Squad
        Rites of Battle Once per battle round, one unit from your army with this ability can be targeted by a Stratagem for 0CP, even if another unit from your army has already been targeted by that Stratagem this phase.
        Unstoppable Valour You can re-roll Charge rolls made for this model’s unit.
        Melee Weapons Range A WS S AP D Keywords
        Relic Weapon Melee 6 2+ 5 -2 2 -
        Ranged Weapons Range A BS S AP D Keywords
        Storm Bolter (Captain) 24" 2 2+ 4 0 1 Rapid Fire 2
        Unit M T SV W LD OC
        Captain in Terminator Armour 5" 5 2+ 6 6+ 1
      • Captain in Terminator Armour [95pts]

        Selections: Relic Weapon, Storm Bolter

        Categories: Character, Infantry, Captain, Faction: Adeptus Astartes, Imperium, Terminator, Deathwing

        Rules: Deep Strike, Leader, Oath of Moment, Rapid Fire

        Abilities: Invulnerable Save, Leader, Rites of Battle, Unstoppable Valour, Melee Weapons: Relic Weapon, Ranged Weapons: Storm Bolter (Captain), Unit: Captain in Terminator Armour


        Abilities Description
        Invulnerable Save 4+
        Leader This model can be attached to the following units:

        ■ Relic Terminator Squad
        ■ Terminator Assault Squad
        ■ Terminator Squad
        Rites of Battle Once per battle round, one unit from your army with this ability can be targeted by a Stratagem for 0CP, even if another unit from your army has already been targeted by that Stratagem this phase.
        Unstoppable Valour You can re-roll Charge rolls made for this model’s unit.
        Melee Weapons Range A WS S AP D Keywords
        Relic Weapon Melee 6 2+ 5 -2 2 -
        Ranged Weapons Range A BS S AP D Keywords
        Storm Bolter (Captain) 24" 2 2+ 4 0 1 Rapid Fire 2
        Unit M T SV W LD OC
        Captain in Terminator Armour 5" 5 2+ 6 6+ 1
      • Librarian [65pts]

        Selections: Bolt Pistol, Force Weapon, Smite

        Categories: Character, Infantry, Grenades, Imperium, Psyker, Faction: Adeptus Astartes, Tacticus, Librarian

        Rules: Devastating Wounds, Hazardous, Leader, Oath of Moment, Pistol, Psychic

        Abilities: Leader, Mental Fortress [Psychic], Psychic Hood, Melee Weapons: Force Weapon, Ranged Weapons: Bolt Pistol, ➤ Smite - Focused Witchfire, ➤ Smite - Witchfire, Unit: Librarian


        Abilities Description
        Leader This model can be attached to the following units:

        ■ Assault Intercessor Squad
        ■ Desolation Squad
        ■ Devastator Squad
        ■ Hellblaster Squad
        ■ Infernus Squad
        ■ Intercessor Squad
        ■ Sternguard Veteran Squad
        ■ Tactical Squad
        Mental Fortress [Psychic] While this model is leading a unit, models in that unit have a 4+ invulnerable save.
        Psychic Hood While this model is leading a unit, models in that unit have the Feel No Pain 4+ ability against Psychic Attacks.
        Melee Weapons Range A WS S AP D Keywords
        Force Weapon Melee 4 3+ 6 -1 D3 Psychic
        Ranged Weapons Range A BS S AP D Keywords
        Bolt Pistol 12" 1 3+ 4 0 1 Pistol
        ➤ Smite - Focused Witchfire 24" D6 3+ 6 -2 D3 Devastating Wounds, Hazardous, Psychic
        ➤ Smite - Witchfire 24" D6 3+ 5 -1 D3 Psychic
        Unit M T SV W LD OC
        Librarian 6" 4 3+ 4 6+ 1
    • Infantry [865pts]

      • Devastator Squad [120pts]

        Categories: Infantry, Grenades, Imperium, Devastator Squad, Faction: Adeptus Astartes

        Rules: Oath of Moment

        Abilities: Armorium Cherub, Signum, Unit: Devastator Squad

        • Devastator Marine w/ Heavy Weapon

          Selections: Bolt Pistol, Close Combat Weapon, Multi-melta

          Rules: Heavy, Melta, Pistol

          Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Multi-melta

        • Devastator Marine w/ Heavy Weapon

          Selections: Bolt Pistol, Close Combat Weapon, Missile Launcher

          Rules: Blast, Heavy, Pistol

          Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, ➤ Missile Launcher - Frag, ➤ Missile Launcher - Krak

        • Devastator Marine w/ Heavy Weapon

          Selections: Bolt Pistol, Close Combat Weapon, Missile Launcher

          Rules: Blast, Heavy, Pistol

          Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, ➤ Missile Launcher - Frag, ➤ Missile Launcher - Krak

        • Devastator Marine w/ Heavy Weapon

          Selections: Bolt Pistol, Close Combat Weapon, Missile Launcher

          Rules: Blast, Heavy, Pistol

          Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, ➤ Missile Launcher - Frag, ➤ Missile Launcher - Krak

        • Devastator Sergeant

          Selections: Astartes Chainsword, Bolt Pistol, Close Combat Weapon

          Rules: Pistol

          Melee Weapons: Astartes Chainsword, Close Combat Weapon, Ranged Weapons: Bolt Pistol


        Abilities Description
        Armorium Cherub Once per battle, after making a Hit roll for a model in this unit, you can change that roll to an unmodified 6.
        Signum Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [IGNORES COVER] ability.
        Melee Weapons Range A WS S AP D Keywords
        Astartes Chainsword Melee 4 3+ 4 -1 1
        Close Combat Weapon Melee 2 3+ 4 0 1 -
        Ranged Weapons Range A BS S AP D Keywords
        Bolt Pistol 12" 1 3+ 4 0 1 Pistol
        Multi-melta 18" 2 4+ 9 -4 D6 Heavy, Melta 2
        ➤ Missile Launcher - Frag 48" D6 4+ 4 0 1 Blast, Heavy
        ➤ Missile Launcher - Krak 48" 1 4+ 9 -2 D6 Heavy
        Unit M T SV W LD OC
        Devastator Squad 6" 4 3+ 2 6+ 1
      • Eliminator Squad [75pts]

        Categories: Infantry, Imperium, Grenades, Phobos, Faction: Adeptus Astartes, Eliminator Squad

        Rules: Infiltrators, Oath of Moment, Stealth

        Abilities: Mark the Target, Reposition Under Covering Fire, Unit: Eliminator Squad

        • 2x Eliminator

          Selections: 2x Bolt Pistol, 2x Close Combat Weapon, 2x Las Fusil

          Rules: Heavy, Pistol

          Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Las Fusil

        • Eliminator Sergeant

          Selections: Bolt Pistol, Close Combat Weapon, Las Fusil

          Rules: Heavy, Pistol

          Melee Weapons: Close Combat Weapon, Ranged Weapons: Bolt Pistol, Las Fusil


        Abilities Description
        Mark the Target Each time this unit Remains Stationary, until the start of your next Movement phase, ranged weapons equipped by models in this unit have the [DEVASTATING WOUNDS] ability.
        Reposition Under Covering Fire In your Shooting phase, after this unit has shot, if it contains an Eliminator Sergeant equipped with an instigator bolt carbine, this unit can make a
        Normal move. If it does so, until the end of the turn, this unit is not eligible to declare a charge.
        Melee Weapons Range A WS S AP D Keywords
        Close Combat Weapon Melee 3 3+ 4 0 1 -
        Ranged Weapons Range A BS S AP D Keywords
        Bolt Pistol 12" 1 3+ 4 0 1 Pistol
        Las Fusil 36" 1 3+ 9 -3 D6 Heavy
        Unit M T SV W LD OC
        Eliminator Squad 6" 4 3+ 2 6+ 1
      • Terminator Assault Squad [195pts]

        Categories: Infantry, Imperium, Terminator Assault Squad, Terminator, Faction: Adeptus Astartes, Deathwing

        Rules: Deep Strike, Oath of Moment

        Abilities: Invulnerable Save, Teleport Homer, Terminatus Assault, Unit: Terminator Assault Squad

        • Assault Terminator Sergeant

          • Thunder Hammer & Storm Shield

            Selections: Storm Shield, Thunder Hammer

            Abilities: Storm Shield, Melee Weapons: Thunder Hammer

        • 4x Assault Terminators w/ Thunder Hammer & Storm Shield

          Selections: 4x Storm Shield, 4x Thunder Hammer

          Abilities: Storm Shield, Melee Weapons: Thunder Hammer


        Abilities Description
        Invulnerable Save 4+
        Storm Shield The bearer has a Wounds characteristic of 4.
        Teleport Homer At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed.
        Terminatus Assault Each time this unit ends a Charge move, each enemy unit within Engagement Range of this unit must take a Battle-shock test.
        Melee Weapons Range A WS S AP D Keywords
        Thunder Hammer Melee 3 4+ 8 -2 2 Devastating Wounds
        Unit M T SV W LD OC
        Terminator Assault Squad 5" 5 2+ 3 6+ 1
      • Terminator Squad [370pts]

        Categories: Infantry, Imperium, Terminator, Terminator Squad, Faction: Adeptus Astartes, Deathwing

        Rules: Deep Strike, Oath of Moment

        Abilities: Fury of the First, Invulnerable Save, Teleport Homer, Unit: Terminator Squad

        • Terminator Sergeant

          Selections: Power Fist, Storm Bolter

          Rules: Rapid Fire

          Melee Weapons: Power Fist, Ranged Weapons: Storm Bolter

        • Terminator w/ Heavy Weapon

          Selections: Assault Cannon, Power Fist

          Rules: Devastating Wounds

          Melee Weapons: Power Fist, Ranged Weapons: Assault Cannon

        • Terminator w/ Heavy Weapon

          Selections: Assault Cannon, Power Fist

          Rules: Devastating Wounds

          Melee Weapons: Power Fist, Ranged Weapons: Assault Cannon

        • 7x Terminator w/ Power Fist

          Selections: 7x Power Fist, 7x Storm Bolter

          Rules: Rapid Fire

          Melee Weapons: Power Fist, Ranged Weapons: Storm Bolter


        Abilities Description
        Fury of the First Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the Hit roll.
        Invulnerable Save 4+
        Teleport Homer At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of any enemy models. That token is then removed.
        Melee Weapons Range A WS S AP D Keywords
        Power Fist Melee 3 3+ 8 -2 2
        Ranged Weapons Range A BS S AP D Keywords
        Assault Cannon 24" 6 3+ 6 0 1 Devastating Wounds
        Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2
        Unit M T SV W LD OC
        Terminator Squad 5" 5 2+ 3 6+ 1
      • Vanguard Veteran Squad with Jump Packs [105pts]

        Categories: Infantry, Grenades, Imperium, Faction: Adeptus Astartes, Vanguard Veteran Squad with Jump Packs, Jump Pack, Fly, Deathwing

        Rules: Deep Strike, Oath of Moment

        Abilities: Vanguard Assault, Unit: Vanguard Veterans with Jump Packs

        • Vanguard Veteran Sergeant with Jump Pack

          Selections: Inferno Pistol, Vanguard Veteran Weapon

          Rules: Pistol

          Melee Weapons: Vanguard Veteran Weapon, Ranged Weapons: Inferno Pistol

        • Vanguard Veterans with Jump Packs

          Selections: Inferno Pistol, Vanguard Veteran Weapon

          Rules: Pistol

          Melee Weapons: Vanguard Veteran Weapon, Ranged Weapons: Inferno Pistol

        • Vanguard Veterans with Jump Packs

          Selections: Inferno Pistol, Vanguard Veteran Weapon

          Rules: Pistol

          Melee Weapons: Vanguard Veteran Weapon, Ranged Weapons: Inferno Pistol

        • Vanguard Veterans with Jump Packs

          Selections: Inferno Pistol, Vanguard Veteran Weapon

          Rules: Pistol

          Melee Weapons: Vanguard Veteran Weapon, Ranged Weapons: Inferno Pistol

        • Vanguard Veterans with Jump Packs

          Selections: Inferno Pistol, Vanguard Veteran Weapon

          Rules: Pistol

          Melee Weapons: Vanguard Veteran Weapon, Ranged Weapons: Inferno Pistol


        Abilities Description
        Vanguard Assault Each time this unit ends a Charge move, until the end of the turn, melee weapons equipped by models in this unit have the [LETHAL HITS] ability.
        Melee Weapons Range A WS S AP D Keywords
        Vanguard Veteran Weapon Melee 4 3+ 5 -1 1
        Ranged Weapons Range A BS S AP D Keywords
        Inferno Pistol 6" 1 3+ 8 -4 D3 Melta 2, Pistol
        Unit M T SV W LD OC
        Vanguard Veterans with Jump Packs 12" 4 3+ 2 6+ 1
    • Mounted [80pts]

      • Outrider Squad [80pts]

        Categories: Mounted, Grenades, Imperium, Outrider Squad, Faction: Adeptus Astartes, Ravenwing

        Rules: Oath of Moment

        Abilities: Turbo Boost, Unit: Outrider Squad

        • 2x Outrider

          Selections: 2x Astartes Chainsword, 2x Heavy Bolt Pistol, 2x Twin Bolt Rifle

          Rules: Pistol, Twin-linked

          Melee Weapons: Astartes Chainsword, Ranged Weapons: Heavy Bolt Pistol, Twin Bolt Rifle

        • Outrider Sergeant

          Selections: Astartes Chainsword, Heavy Bolt Pistol, Twin Bolt Rifle

          Rules: Pistol, Twin-linked

          Melee Weapons: Astartes Chainsword, Ranged Weapons: Heavy Bolt Pistol, Twin Bolt Rifle


        Abilities Description
        Turbo Boost Each time this unit Advances, do not make an Advance roll for it. Instead, until the end of the phase, add 6" to the Move characteristic of models in this unit
        Melee Weapons Range A WS S AP D Keywords
        Astartes Chainsword Melee 4 3+ 4 -1 1
        Ranged Weapons Range A BS S AP D Keywords
        Heavy Bolt Pistol 18" 1 3+ 4 -1 1 Pistol
        Twin Bolt Rifle 24" 2 3+ 4 -1 1 Twin-linked
        Unit M T SV W LD OC
        Outrider Squad 12" 5 3+ 4 6+ 2
    • Vehicle [270pts]

      • Dreadnought [135pts]

        Selections: Assault Cannon

        Categories: Vehicle, Dreadnought, Smoke, Imperium, Faction: Adeptus Astartes, Walker, Deathwing

        Rules: Deadly Demise 1, Devastating Wounds, Oath of Moment

        Abilities: Wisdom of the Ancients [Aura], Ranged Weapons: Assault Cannon, Unit: Dreadnought

        • Dreadnought Combat Weapon w/ Heavy Flamer

          Selections: Dreadnought Combat Weapon, Heavy Flamer

          Rules: Ignores Cover, Torrent

          Melee Weapons: Dreadnought Combat Weapon, Ranged Weapons: Heavy Flamer


        Abilities Description
        Wisdom of the Ancients [Aura] While a friendly Adeptus Astartes Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
        Melee Weapons Range A WS S AP D Keywords
        Dreadnought Combat Weapon Melee 5 3+ 12 -2 3 -
        Ranged Weapons Range A BS S AP D Keywords
        Assault Cannon 24" 6 3+ 6 0 1 Devastating Wounds
        Heavy Flamer 12" D6 N/A 5 -1 1 Ignores Cover, Torrent
        Unit M T SV W LD OC
        Dreadnought 6" 9 2+ 8 6+ 3
      • Dreadnought [135pts]

        Selections: Assault Cannon

        Categories: Vehicle, Dreadnought, Smoke, Imperium, Faction: Adeptus Astartes, Walker, Deathwing

        Rules: Deadly Demise 1, Devastating Wounds, Oath of Moment

        Abilities: Wisdom of the Ancients [Aura], Ranged Weapons: Assault Cannon, Unit: Dreadnought

        • Dreadnought Combat Weapon w/ Heavy Flamer

          Selections: Dreadnought Combat Weapon, Heavy Flamer

          Rules: Ignores Cover, Torrent

          Melee Weapons: Dreadnought Combat Weapon, Ranged Weapons: Heavy Flamer


        Abilities Description
        Wisdom of the Ancients [Aura] While a friendly Adeptus Astartes Infantry unit is within 6" of this model, each time a model in that unit makes an attack, re-roll a Hit roll of 1.
        Melee Weapons Range A WS S AP D Keywords
        Dreadnought Combat Weapon Melee 5 3+ 12 -2 3 -
        Ranged Weapons Range A BS S AP D Keywords
        Assault Cannon 24" 6 3+ 6 0 1 Devastating Wounds
        Heavy Flamer 12" D6 N/A 5 -1 1 Ignores Cover, Torrent
        Unit M T SV W LD OC
        Dreadnought 6" 9 2+ 8 6+ 3
    • Allied Units [525pts]

      • Knight Castellan [525pts]

        Selections: Plasma decimator, Titanic feet, 2x Twin meltagun, Volcano lance

        Categories: Vehicle, Walker, Titanic, Towering, Character, Imperium, Faction: Imperial Knights, Knight Castellan, Dominus, Allied Units

        Rules: Blast, Deadly Demise D6+2, Hazardous, Melta, Super-Heavy Walker, Twin-linked

        Abilities: Damaged: 1-8 Wounds Remaining, Invulnerable Save (5+*), Ion Aegis (Aura), Titan Hunter, Melee Weapons: Titanic feet, Ranged Weapons: Twin meltagun, Volcano lance, ➤ Plasma decimator - standard, ➤ Plasma decimator - supercharge, Unit: Knight Castellan

        • 2 shieldbreaker missile launchers and twin siegebreaker cannon

          Selections: 2x Shieldbreaker missile launcher, Twin siegebreaker cannon

          Rules: Anti-, Blast, Devastating Wounds, Twin-linked

          Ranged Weapons: Shieldbreaker missile launcher, Twin siegebreaker cannon


        Abilities Description
        Damaged: 1-8 Wounds Remaining While this model has 1-8 wounds remaining, subtract 5 from this models Objective Control characteristic and each time this model makes an attack, subtract 1 from the Hit roll.
        Invulnerable Save (5+*) This model has a 5+ invulnerable save against ranged attacks.
        Ion Aegis (Aura) While a friendly ARMIGER model is within 6" of this model, that ARMIGER models has the Benefits of Cover.
        Titan Hunter Each time a ranged attack made by this model is allocated to a MONSTER or VEHICLE model, re-roll a Damage roll of 1.
        Melee Weapons Range A WS S AP D Keywords
        Titanic feet Melee 4 4+ 8 -1 2
        Ranged Weapons Range A BS S AP D Keywords
        Shieldbreaker missile launcher 72" 1 3+ 12 -6 D6+1 Anti-Titanic 4+, Devastating Wounds
        Twin meltagun 12" 1 3+ 9 -4 D6 Melta 2, Twin-Linked
        Twin siegebreaker cannon 36" D6 3+ 6 0 1 Blast, Twin-Linked
        Volcano lance 72" D3 3+ 18 -5 D6+8 Blast
        ➤ Plasma decimator - standard 48" D6+3 3+ 8 -2 2 Blast
        ➤ Plasma decimator - supercharge 48" D6+3 3+ 9 -3 3 Blast, Hazardous
        Unit M T SV W LD OC
        Knight Castellan 8" 13 2+ 24 6+ 10

Force Rules

Oath of Moment: If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model from your army with this ability makes an attack that targets that enemy unit, you can re-roll the Hit roll.

Selection Rules

Anti-: Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.

Blast: Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).

Deadly Demise 1: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Deadly Demise D6+2: Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Deep Strike: During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" horizontally away from all enemy models.

Devastating Wounds: Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved

Hazardous: Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, if one or more models attack with Hazardous weapons, then after that unit has resolved all of its attacks, you must take one Hazardous test for each Hazardous weapon that was just used by rolling one D6. For each roll of 1, that test is failed and one model in that unit equipped with a Hazardous weapon is destroyed (selected by the controlling player), unless that model is a Character, Monster or Vehicle, in which case it suffers 3 mortal wounds instead. Note that if you selected a Character model in an Attached unit, the mortal wounds suffered must be allocated to that model first, even if there is another model in that unit that has lost one or more wounds or has had attacks allocated to it this phase.

Heavy: Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.

Ignores Cover: Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made with such a weapon, the target cannot have the Benefit of Cover against that attack.

Infiltrators: During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.

Leader: While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack sucessfully wounds an Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character models in that unit.

Melta: Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Oath of Moment: If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your next Command phase, each time a model from your army with this ability makes an attack that targets that enemy unit, you can re-roll the Hit roll.

Pistol: Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons before selecting targets.

Psychic: Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been inflicted by a Psychic Attack.

Rapid Fire: Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.

Stealth: If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.

Super-Heavy Walker: Each time a model with this ability makes a Normal, Advance or Fall Back move, it can move over models (excluding TITANIC models) and terrain features that are 4" or less in height as if they were not there.

Torrent: Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a weapon, that attack automatically hits the target.

Twin-linked: Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a weapon, you can re-roll that attack’s Wound roll.


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