From e087a312a3a30e9a2e368fd4061d00f728b0798d Mon Sep 17 00:00:00 2001
From: Mayegelt <20280410+Mayegelt@users.noreply.github.com>
Date: Thu, 5 Sep 2024 18:59:30 +0100
Subject: [PATCH 01/10] Fixes for Daemons
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Fix for Ætheric Dominion on NR
---
Daemon Library.cat | 397 +++++++++++++++++++++++++++++++++------------
1 file changed, 289 insertions(+), 108 deletions(-)
diff --git a/Daemon Library.cat b/Daemon Library.cat
index 045eb66b..524a3d34 100644
--- a/Daemon Library.cat
+++ b/Daemon Library.cat
@@ -1,5 +1,5 @@
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@@ -11,7 +11,9 @@
An Ætheric Dominion represents one of the innumerable hosts of daemonkind, each of which is sworn to a greater entity that resides within the Warp. Those encompassed by the same dominion share similar features and behaviours, embodying a primordial force or idea given physical form. Most will share identifying features that link them with the inscrutable patron they serve, providing the smallest sense of unity across a daemonic host.
Any unit with the Ætheric Dominion (X) special rule will have a number of additional special rules and abilities specific to their Ætheric Dominion. A unit which includes models with this special rule may only have one variation of the Ætheric Dominion special rule, e.g., Ætheric Dominion (Encroaching Ruin), and no model with this special rule may join a unit which includes any models with a different variation of the Ætheric Dominion (X) special rule.
A unit which includes models with this special rule without a specific Ætheric Dominion listed in brackets must select one Ætheric Dominion from the list that follows during the army selection process (before the start of a battle) for no additional cost and is thereafter treated as having that variation of this special rule. All units within a Detachment must have the same Ætheric Dominion (X) special rule. A Lords of War choice taken from the Ruinstorm Daemon Army List may select any Ætheric Dominion (X) special rule, even if it is different from the one selected by the Primary Detachment.
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@@ -22,7 +24,9 @@ A unit which includes models with this special rule without a specific Ætheric
When a unit entirely composed of models with this special rule and the Daemon Unit Type fails a Morale check, it only suffers 1 automatic Wound with no Saves of any kind allowed instead of D3 Wounds as specified in the Daemon Unit Type. In addition, models with this special rule gain the Move Through Cover special rule.
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@@ -32,14 +36,11 @@ A unit which includes models with this special rule without a specific Ætheric
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@@ -53,14 +54,25 @@ A unit which includes models with this special rule without a specific Ætheric
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@@ -70,21 +82,20 @@ A unit which includes models with this special rule without a specific Ætheric
A unit entirely composed of models with this special rule must declare a Charge if able when they begin the Assault phase within 8" of an enemy unit. If there is more than one eligible target, the controlling player chooses the target of any Charges made so long as that target is within 8". Note that this does not allow models with this special rule to Charge a different unit to one that they made a Shooting Attack against in the previous Shooting phase, even if they have made Shooting Attacks against a unit which is further than 8" away and there are eligible targets for a Charge within 8".
Additionally, a unit entirely composed of models with this special rule adds +1 to the score used to determine if they win a Combat in the Assault phase (this modifier is cumulative with other modifiers to Combat Resolution) and adds +1 to the value of any rolls made to determine the result of a Sweeping Advance.
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@@ -98,14 +109,24 @@ Additionally, a unit entirely composed of models with this special rule adds +1
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@@ -118,34 +139,46 @@ D3 - Result
1 - Coruscating Ectoplasma: Concussive (1), Lance
2 - Lashing Pseudopods: Reach (1)
3 - Vorpal Talons: Shred, Sunder
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@@ -155,7 +188,9 @@ D3 - Result
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@@ -168,11 +203,21 @@ D3 - Result
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@@ -181,21 +226,20 @@ D3 - Result
Models with this special rule gain the Heavy Unit Sub-type and may make a special Corrupted Resilience roll to avoid being Wounded (this is a Damage Mitigation roll which is made after unsaved Wounds are suffered). Corrupted Resilience rolls may not be taken against unsaved Wounds that have the Instant Death, Psychic Focus or Force special rule. To make a Corrupted Resilience roll, roll a D6 each time an unsaved Wound is suffered. On a result of 5+, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.
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@@ -209,14 +253,24 @@ D3 - Result
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@@ -225,7 +279,9 @@ D3 - Result
Any model with this special rule adds +1 to all To Hit rolls during the first round of any close combat where they are locked in combat with a unit containing at least one enemy model with either the Daemon Unit Type, Corrupted or Psyker Unit Sub-type, or the Independent Character special rule. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ round of combat for the effects of this special rule.
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@@ -235,7 +291,9 @@ D3 - Result
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@@ -263,7 +330,9 @@ D3 - Result
On a turn in which they make a successful Charge, unless that Charge is Disordered, models with this special rule make their attacks in an assault at one Initiative step higher than normal – after any Initiative modifiers from other special rules have been taken into account.
Additionally, units entirely composed of models with this special rule must re-roll all failed Initiative tests to determine if they suffer the effects of the Blind special rule as well as all failed Leadership tests to determine if they suffer the effects of the Concussive (X) special rule.
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@@ -273,7 +342,9 @@ Additionally, units entirely composed of models with this special rule must re-r
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@@ -286,11 +357,20 @@ Additionally, units entirely composed of models with this special rule must re-r
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@@ -299,21 +379,20 @@ Additionally, units entirely composed of models with this special rule must re-r
Models with this special rule may re-roll all failed Armour Saves taken against any Wounds resolved at a Strength value lower than their Toughness Characteristic. This special rule has no effect on Cover Saves or Invulnerable Saves.
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@@ -327,14 +406,24 @@ Additionally, units entirely composed of models with this special rule must re-r
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@@ -344,14 +433,18 @@ Additionally, units entirely composed of models with this special rule must re-r
Models with this special rule gain the Hammer of Wrath (1) special rule or, if they already have a version of the Hammer of Wrath (X) special rule, they increase the value in brackets by +1. All wounds inflicted by any variant of the Hammer of Wrath (X) special rule possessed by a unit with this special rule also gain the Deflagrate special rule.
Additionally, models with this special rule gain a Shooting Attack with the following profile: (Elemental Eruption)
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@@ -367,17 +460,26 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
5
Assault 2, Deflagrate, Retaliation
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Attacks may only be made using weapons with this special rule as part of a Reaction and automatically hit the target unit without needing to roll To Hit.
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@@ -387,7 +489,9 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -400,13 +504,28 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -423,11 +542,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -442,11 +567,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -461,11 +592,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -480,11 +617,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -499,11 +642,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -518,11 +667,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -537,11 +692,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -556,11 +717,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -571,9 +738,15 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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@@ -584,9 +757,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
A model with this special rule gains an Invulnerable Save equal to the value listed in brackets. This Invulnerable Save cannot be taken against attacks made with weapons with the Force special rule.
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When a model with this special rule suffers an unsaved Wound with the Instant Death special rule, it is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it.
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From bb322d381f3a4a4335f5563e58c48cbdb4993dec Mon Sep 17 00:00:00 2001
From: Mayegelt <20280410+Mayegelt@users.noreply.github.com>
Date: Thu, 5 Sep 2024 19:18:37 +0100
Subject: [PATCH 02/10] Fix for Sally
#3314 fix. The melee weapon option wasn't working properly.
---
2022 - LA - Salamanders.cat | 5079 +++++++++++++++++++++++++++--------
1 file changed, 3974 insertions(+), 1105 deletions(-)
diff --git a/2022 - LA - Salamanders.cat b/2022 - LA - Salamanders.cat
index ff016c61..4d3eea47 100644
--- a/2022 - LA - Salamanders.cat
+++ b/2022 - LA - Salamanders.cat
@@ -1,5 +1,5 @@
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template_id_02ca-5079-4248-b353
@@ -3052,17 +4839,29 @@
node_id_c90c-959f-40fb-a4cb
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template_id_bfa2-4203-4ad3-b023
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node_id_9a69-0fdc-4957-8982
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template_id_6e3b-815f-42d7-a0d9
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node_id_955c-196e-4d75-9f91
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template_id_f22f-aa8d-45c5-b890
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node_id_b5a1-a9eb-45d5-ada9
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template_id_fa70-d04e-4683-8eda
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node_id_9286-579f-4e52-8a67
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@@ -3153,9 +4993,16 @@
template_id_2a38-6544-4267-b584 template_targetId_7dee-602c-4b47-be09
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template_id_a559-b494-4154-a88a
@@ -3164,28 +5011,42 @@
node_id_3e51-8f78-4faa-9519
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@@ -3239,35 +5117,52 @@
node_id_a02c-8632-499f-827c
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@@ -3276,7 +5171,11 @@
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node_id_cd74-309d-4d08-825e
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@@ -3294,7 +5198,10 @@
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node_id_cd74-309d-4d08-825e
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@@ -3356,14 +5284,18 @@
The Draken Scale grants a 2+ Armour Save and a 3+ Invulnerable Save. In addition, Vulkan may re-roll any failed Armour saves for Wounds inflicted by Flame or Volkite weapons.
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@@ -3383,7 +5315,9 @@
1
Melee, Master-crafted, Two-handed, Armourbane (Melee), Instant Death
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@@ -3392,13 +5326,20 @@
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@@ -3412,12 +5353,16 @@
2
Pistol 1
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If this weapon inflicts a Hit then instead of one Hit it inflicts a number of hits equal to the number in brackets included as part of this rule.
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@@ -3479,25 +5440,42 @@
All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) special rule in the same army as Vulkan gain the Stubborn special rule. In addition, an army with Vulkan as its Warlord gains an additional Reaction in the opposing player's Shooting phase as long as Vulkan has not been removed as a casualty.
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Models with this special rule gain an Invulnerable Save of 5+ against all Flame, Plasma, Melta and Volkite weapons.
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@@ -3505,7 +5483,9 @@
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A Firedrake Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules from the same Detachment selected by the controlling player as the Firedrake Squad’s Leader for the purposes of this special rule. A Firedrake Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Firedrake Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play
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The controlling player of a model with this special rule may re-roll all failed To Hit rolls of 1 for weapons of the Melee type.
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@@ -3797,13 +5883,17 @@
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@@ -3832,7 +5922,9 @@
9
2+
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@@ -3849,36 +5941,51 @@
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2+
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@@ -3997,26 +6136,39 @@
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@@ -4168,20 +6382,28 @@
10
2+
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*The additional close combat attacks are already included in profile.
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+
Cassian Dracos Reborn has the Cybertheurgic Arcana: Artificia Machina (see Liber Mechanicum).
-
+
+
+
As long as no HQ choices other than Xiaphas Jurr and Nârik Dreygur are included in the same Detachment, Cassian Dracos Reborn may be selected as the army’s Warlord. If selected as the army’s Warlord, Cassian Dracos must use the Bloody-handed Warlord Trait.
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@@ -4189,7 +6411,9 @@
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@@ -4237,9 +6470,13 @@
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@@ -4282,7 +6537,9 @@
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@@ -4303,7 +6560,9 @@
2
Melee, Two handed, Unwieldy
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@@ -4312,7 +6571,12 @@
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@@ -4339,9 +6603,15 @@
10
2+
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@@ -4353,63 +6623,92 @@
Any model with the Dreadnought Unit Type and the Legiones Astartes (Salamanders) special rule within 6" of a Warlord with this Trait may add +2" to their Charge Distance. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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@@ -4419,7 +6718,9 @@
Xiaphas Jurr has the Pyromancy discipline but counts as having Leadership 7 for the purposes of making Psychic checks.
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@@ -4428,7 +6729,9 @@
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@@ -4449,7 +6752,9 @@
3
Melee, Master-crafted, Blind
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@@ -4458,7 +6763,12 @@
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@@ -4469,12 +6779,18 @@
The Burning Halo provides a 4+ Invulnerable Save, and automatically inflicts D3 Hits on the target unit when making an Overwatch Reaction, resolved at Strength 4, AP -.
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@@ -4501,9 +6817,15 @@
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2+
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@@ -4545,14 +6877,27 @@
As long as Xiaphas Jurr has not been removed from play, is in Reserve or Embarked upon a model with the Transport Sub-type, a single friendly unit comprised of models with the Legiones Astartes (Salamanders) special rules may choose to use Xiaphas Jurr’s unmodified Leadership value instead of their own, when making a Morale check or Pinning test in any turn.
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Melee
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At the start of any Assault phase, a Leadership test may be made for this unit by the controlling player against a Leadership of 7. If this test is passed, models in this unit gain the Feel No Pain (6+) special rule and improve their Weapon Skill characteristic to ‘5’ for the duration of that Assault phase.
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@@ -4661,7 +7043,9 @@
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@@ -4680,7 +7064,9 @@
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Infantry (Character)
@@ -4695,7 +7081,10 @@
9
3+
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3+
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3+
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5
Assault 3, Breaching (6+), Pinning
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Assault 1, Dragon's Breath
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1
Assault 1, Armourbane (Melta)
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A Warlord with this Trait, and all models in any unit he has joined, gain a bonus of +1 to their Strength Characteristic when locked in combat with any enemy unit that includes one or more models with any variant of the Fear special rule. Furthermore, this Warlord and any models in a unit he has joined composed entirely of models with the Legiones Astartes (Salamanders) special rule gain the Hatred (Traitors) special rule while the Warlord is part of the unit. An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in a unit he has joined with the Legiones Astartes (Salamanders) special rule, gains a bonus of +1 for all To Wound rolls or Armour Penetration rolls made for Flame or Volkite weapons that are used by those units to make Shooting Attacks. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in any friendly unit composed entirely of models with the Legiones Astartes (Salamanders) special rule that is part of the same Detachment, gains a bonus of +1 to their Leadership Characteristic when making Pinning Tests (to a maximum of 11) and reduce the effects of the Fear special rule by 1 (note that this means the Fear(1) special rule has no effect on models granted this benefit, and negative modifiers conferred by other variants of the Fear special rule are reduced in effect by 1). An army whose Warlord has this trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this trait may make an additional Reaction during the opposing player's Shooting phase as long as the Warlord has not been removed as a causalty.
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node_id_cd74-309d-4d08-825e
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From 630ff15130c13dd8a652e07f69b1afee3cefff3b Mon Sep 17 00:00:00 2001
From: Mayegelt <20280410+Mayegelt@users.noreply.github.com>
Date: Thu, 5 Sep 2024 19:26:35 +0100
Subject: [PATCH 03/10] Mech fixes for roster and a PoM
#3315 fix.
Also fixed an issue that one one of the paragon of metal id's wasn't linked right
---
2022 - Horus Heresy.gst | 11312 +++++++++++++++++++++++++++++---------
2022 - Mech Library.cat | 5012 +++++++++++++----
2 files changed, 12767 insertions(+), 3557 deletions(-)
diff --git a/2022 - Horus Heresy.gst b/2022 - Horus Heresy.gst
index 964d30d7..d71be108 100644
--- a/2022 - Horus Heresy.gst
+++ b/2022 - Horus Heresy.gst
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5) Weapon Destroyed: One of the Building's weapons (chosen by the controlling player) is destroyed - including any combi- or built-in weapons. This can include Building upgrades that are weapons, such as Pintle Mounted weapons and missiles. Do not count single shot weapons that have already been used to attack. If a Building has no weapons left, treat this result as a Catastrophic Breach result instead.
6) Catastrophic Breach: The Building and any Embarked units or units on the Building's battlements may not make Shooting Attacks until the end of its next turn. No units may Embark or Disembark from the Building until the end of the controlling player's next turn. If the Building is occupied, the occupying unit suffers an additional 2D6 Strength 6 AP- Hits with the Ignores Cover special rule.
7+) Total Collapse: The Building is destroyed. All weapons and upgrades on the Building are destroyed. Each unit on the battlements suffer 2D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately make a 6" move in order to move off the battlements are removed as casualties. If the Building is occupied , the occupying unit suffers 4D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately Disembark from the Building , performing an Emergency Disembarkation if necessary (survivors cannot Disembark to the battlements). Any model that cannot Disembark are removed as casualties. Assuming they were not destroyed, units that were on the battlements and those who have Disembarked must then take a Pinning test. The Building is then removed and replaced with an area of Ruins or a Crater roughly the same size if possible.
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• Primarchs are not affected by special rules that negatively modify their Characteristics (other than Wounds) and, in addition, Primarchs always resolve Snap Shots at their normal BS.
• Any Hits inflicted by a Primarch, as part of either Shooting Attacks or in close combat, are allocated by the Primarch’s controlling player and not the controlling player of the target unit. These Hits should form a separate Wound Pool.
• If an army includes any Primarch models, then one of those models must be chosen as the army’s Warlord.
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A unit composed entirely of models with Jump Packs may set its Movement Characteristic to a value of 12 for the duration of the controlling player's turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile, and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge Distance, see page 181). In addition, if the controlling player chooses to set the unit's Movement to 12", the unit ignores terrain while Moving and Charging, and may move over friendly and enemy models/units. A unit that ends of begins its Movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Jump Packs, and threats all Difficult Terrain as Dangerous Terrain.
Any model equipped with a Jump Pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. A unit equipped with Jump Packs may not Run.
During Reactions made in any Phase, a unit equipped with Jump Packs may not activate them to gain any bonuses to their Movement Characteristics.
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All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) in a Detachment using this Rite of War ignore all modifiers to their Leadership when making Pinning tests.
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Infantry
An Infantry unit may only include or be joined by models of the Infantry or Primarch Unit Type, unless a special rule states otherwise.
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• Cavalry models are not slowed down by Difficult Terrain, even when Charging. However, Cavalry models treat all Difficult Terrain as Dangerous Terrain instead.
• Cavalry models move 3D6" when Falling Back, rather than 2D6".
• No model that is not also of the Cavalry Unit Type may join a unit that includes a Cavalry model.
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• Successful Wounds inflicted by attacks with the Poisoned or Fleshbane special rules must be re-rolled against models of the Automata Unit Type.
• A unit that includes one or more models with the Automata Unit Type may not make Reactions.
• No model that is not also of the Automata Unit Type may join a unit that includes an Automata model.
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• A unit that includes only models with the Skirmish Sub-type has a unit coherency range of 3" rather than 2"
• A unit that includes only models with the Skirmish Sub-type increases all Cover Saves granted by tarrian by one (i.e, from 6+ to 5+). This only increase existing Cover Saves and does not grant one when in terrain that does not normally grant Cover Saves. This rule cannot increase a Cover Save to better than 2+.
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• When a model with the Vehicle Unit Type and Bombard Sub-type moves at Combat Speed it may fire any number of Ordnance weapons and may also fire any non-Ordnance weapons normally, ignoring the restrictions of Combat Speed. However, when moving at Cruising Speed it may only fire a single Defensive weapon
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• A model with the Reinforced Sub-type ignores the effects of any Crew Shaken result on the Vehicle Damage table
• A model with the Reinforced Sub=type does not have to make Snap Shots due to the effects of the Crew Stunned result on the Vehicle Damage table (but still cannot move or pivot until the end of its next turn).
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• A unit that includes only models with the Heavy subtype may re-roll failed Armour Saves against Template and Blast weapons.
• A unit that includes any models with the Heavy subtype may not Run and when making a Movement during a Reaction based on its Initiative Characteristic, reduces the distance moved by -1.
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• Any Hits inflicted on a model with the Corrupted Unit sub-type by a weapon with the Force or Psychic Focus special rules gain the Instant Death special rule.
• Any unit composed entirely of models with the Corrupted Unit Sub-type is immune to the effects of the Fear (X) special rule. When a unit composed entirely of models with the Corrupted Unit Sub-type fails a Morale check it does not Fall Back as per the standard rules, but instead suffers D3 automatic wounds with no saves or Damage Mitigation rolls of any kind allowed.
• No model that does not also have the Corrupted Unit Sub-type or the Daemon Unit Type may join a unit that includes one or more models with the Corrupted Unit Sub-type
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• A model with the Dreadnought Unit Type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction.
• A model of the Dreadnought type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that is not also of the Dreadnought Unit Type may join a unit that includes a Dreadnought model.
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• A model with the Monstrous sub-type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction.
• A model with the Monstrous sub-type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that is not also Monstrous may join a unit that includes a Monstrous model.
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• Any Hits inflicted on a model of the Daemon Unit Type by a weapon with the Force special rule gain the Instant Death special rule as well.
• All Daemon models are immune to the effects of the Fear special rule, automatically pass Pinning and Regroup tests and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. When a Daemon unit fails a Morale check it does not Fall Back as per the standard rules, but instead suffers D3 automatic Wounds with no Saves of any kind allowed.
• No model that is not also of the Daemon Unit Type may join a unit that includes a Daemon model.
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A unit composed entirely of models with Jet Packs may choose to increase its Movement Characteristic by +6, move over friendly and enemy models/units, and ignore terrain while moving during the Movement phase. A unit that ends or begins its movement in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Jet Packs and treats Difficult Terrain as Dangerous Terrain. In addition to the bonus to move during the Movement phase, a unit equipped entirely with Jet Packs may make an additional move of 6" during the Shooting phase. This move must be taken after the unit has completed any Shooting, is not limited by the weapons fired by that unit during the Shooting phase and ignores terrain and may move over friendly and enemy models/units in the same manner as moves made using a Jet Pack in the Movement phase.
Any model equipped with a Jet Pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. A unit equipped with Jump Packs may not Run.
During any Reaction that allows a unit equipped entirely with Jet Packs to move, increase the distance of that move by 6. This allows the unit to Ignore terrain in the same manner as other Jet Pack moves.
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• A unit that includes at least one model with the Line sub-type counts as both a Scoring and Denial unit.
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A Unit that includes one or more models with the Artillery sub-type may not Run, declare or otherwise make Charge moves, or make Reactions.
A unit that includes one or more models with the Artillery sub-type may never hold or deny Objectives.
A unit that includes one or more models with the Artillery sub-type may not make Sweeping Advances and, if targeted by a Sweeping Advance, automatically fails any Sweeping Advance rolls made without rolling any dice and is destroyed.
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• A unit that includes only models with the Light sub-type gains a +1 modifier to its Initiative when determining how far that unit may Run (this bonus stacks with other bonuses to Run distance, such as the Fleet (X) special rule) and when moving as part of a Reaction.
• A unit that includes only models with the Light sub-type may make Shooting Attacks after having Run, but makes all such attacks as Snap Shots. Models or weapons that cannot attack as Snap Shots may not attack.
• Models with the Light sub-type may never claim a Cover Save in the same turn that it makes a Run move.
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A Flyer with the Hover sub-type must declare whether it is going to Zoom or Hover before it moves, and before any Embarked models Disembark, each Movement phase. This means that if the Flyer arrives from Reserves, you must declare which type of Movement it is using before placing it on the board. If a Flyer is in a Squadron, all Vehicles in the Squadron must choose the same type of Movement A Flyer in Hover mode cannot switch to Zoom mode if it is Immobilised.
If a Flyer is Hovering, it is treated exactly as a Skimmer (see page 214).
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Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the Independent Character leaves the unit, both the Independent Character and the unit continue to be affected by the effect, so you’ll need to mark the Independent Character accordingly.
Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after they themselves have been the target of an ongoing effect), benefits and penalties from that effect are not shared.
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Some events/group choose not to allow official rules in "Legacies of The Age of Darkness" download pdf (which are not playtest). This option is included to make it easier for users for those events/groups.
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• A model with the Cybernetica Unit Sub-type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction where eligible (this rule on its own does not allow units to make Reactions if they would otherwise be prevented from doing so).
• Models with the Cybernetica Unit Sub-type may fire Heavy and Ordnance weapons and count as Stationary even if they moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• Models with the Cybernetica Unit Sub-type ignore any penalties to their Initiative Characteristic when Charging into or through Difficult Terrain or Dangerous Terrain.
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When a Fast Vehicle moves, other than to pivot in place, it is always considered to have moved at Combat Speed regardless of how many inches it moves, unless it chooses to move Flat-out.
In addition, when a Fast Vehicle moves, it may choose to move at Flat-out:
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Flat-out - A Vehicle choosing to move Flat-out may move up to twice its Movement Characteristic, but at the end of its move must roll a single D6. If the result of this roll is a ‘1’ then the Vehicle suffers a Glancing Hit and all the effects of the Crew Stunned result on the Vehicle Damage table. Vehicles moving at Flat-out speed may only fire Snap Shots.
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• A unit that includes only models with the Close-order Sub-type has a Unit Coherency range of 1" rather than 2".
• A unit that includes any models with the Close-order Sub-type may not Ran and when making a Movement during a Reaction based on its Initiative Characteristic, reduce the distance moved by -1".
• A Unit that includes only models with the Close-order Sub-type may move up to half its movement Characteristic and make Shooting Attacks using weapons with the Heavy type as if they had remained stationary. Such a unit may also declare a Charge in the same turn they make Shooting Attacks with Heavy or Rapid Fire weapons.
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@@ -1077,9 +1470,15 @@ In addition, when a Fast Vehicle moves, it may choose to move at Flat-out:• A unit that includes one or more models with the Automated Artillery Sub-type may not Run, declare or otherwise make Charge moves, or make Reactions.
• A unit that includes one or more models with the Automated Artillery Sub-type may not make Sweeping Advances and if targeted by a Sweeping Advance automatically fails without rolling any dice and is destroyed.
• A unit that includes one or more models with this Unit Sub-type may never hold or deny an Objective.
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Used for Rites of War that care about 4 of these
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Base Reaction Allotment, Additional Reactions and Reaction Limited in Smaller Games.
In games with a total army size of 1,000 points or fewer per player, any player may make one (1) Reaction in each Phase of their opponent's turn. This number may not be increased in any way. Regardless of any modifications to a player's Reaction Allotment or special rules granting additional Reactions, the Reactive player may never make more than one (1) Reaction in any single Phase.
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REACTIONS IN THE MOVEMENT PHASE
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Suppress - The Reacting unit may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of a Suppress Reaction may not make any attacks indirectly (without line of sight). All Shooting Attacks made as part of a Suppress Reaction are Snap Shots, and gain the pinning special rule if they do not already have it.
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REACTIONS IN THE SHOOTING PHASE
@@ -1178,7 +1605,9 @@ During the Shooting phase, the Reactive player may react when any enemy unit dec
Displace - Each model in the Reacting unit may move a number of inches up to the highest unmodified Initiative Characteristic of any model in the unit. When resolving the Shooting Attack that triggered this Reaction, all range and line of sight is measured to the Reacting unit’s new position. If as a result of this movement, no models in the reacting unit are within line of sight of any models in the triggering unit, the Active player cannot choose a new target for their Shooting Attack.
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REACTIONS IN THE ASSAULT PHASE
@@ -1186,9 +1615,15 @@ During the Assault phase, the Reactive player may react when any enemy unit decl
Brace - The Reacting unit must make a Morale check. If the Check is failed, the Reacting unit immediately Fall Backs D6" and automatically regroups when this Fall Back Move is completed 1" from the battlefield edge, If the Check is successful, the Reacting unit automatically passes any Morale checks they are required to make as a result of losing an assault during the following Fight sub-phase.
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• While there are no models from the same army with both the Psyker Unit Sub-type and the Independent Character special rule on the battlefield or Embarked upon a unit with the Transport Sub-type that is on the battlefield, models with the Bound Sub-type suffer a penalty of -1 to their Strength and Toughness characteristics to a minimum value of 1.
• During deployment, in order for units entirely composed of models with the Bound Sub-type to be deployed on the battlefield, a model from the same army with the Psyker Unit Sub-type and the Independent Character special rule which is already deployed (or Embarked upon a unit with the Transport Sub-type which is already deployed) must make a Psychic check for each such unit, one at a time. For each successful Check a single unit containing models with the Bound Sub-type may be deployed as normal, but once a Psychic check is failed, that and all further units containing models with the Bound Sub-type must be placed in Reserves. The controlling player may choose not to make a Psychic check for any unit containing models with the Bound Sub-type, instead placing it directly into reserves and allowing Psychic checks to be made to deploy any further units containing models with the Bound Sub-type. Note that failing a Psychic check in this manner does not inflict Perils of the Warp.
• Units placed in Reserves which are entirely composed of models with the Bound Sub-type do not have Reserve rolls made for them, instead the controlling player may have a model with the Psyker Sub-type and the Independent Character special rule make a Psychic check when Reserves rolls would be made in order for them to enter play from reserves as normal. Note that this only applies when deploying units containing models with the Bound Sub-type from Reserves, and does not affect special deployment types such as Deep Strike Assaults and the Breach the Veil Psychic Power.
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• A model with the Gargantuan Unit Sub-type may make Shooting Attacks with Heavy and Ordnance weapons, counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that does not have the Gargantuan Unit Sub-type may join a unit that includes a model with the Gargantuan Unit Sub-type.
• A model with the Gargantuan Unit Sub-type ignores all effects (both detrimental and beneficial) of all Psychic Powers and cannot be Wounded or affected by any Attack with the Psychic Focus special rule. Weapons with the Force special rule that are used to make Attacks against a model with the Gargantuan Unit Sub-type are not affected and are resolved normally.
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• A unit that includes any models with the Militia sub-type may only attempt to Regroup (see page 193 of The Horus Heresy: Age of Darkness rulebook) if that unit includes at least half of the models that it included at the beginning of the battle (not including any models that have joined the unit during play). If more than half of its models have been removed as casualties then it may not Regroup and must continue to Fall Back until it leaves play.
• A unit that includes any models with the Militia sub-type that is Falling Back and is successfully Charged by an enemy unit is automatically removed from play as a casualty, with no Leadership test being made or dice rolled.
• A unit that includes any models that have the Militia sub‑type, but not the Monstrous or Mechanised Unit Sub-types, that is locked in combat and is then successfully charged by an additional enemy unit must make an immediate Morale check once the Charge has been resolved and as part of the Charge sub-phase. If this Check is failed then the Militia unit must Fall Back as if it had lost combat – with any enemy units able to declare Sweeping Advances only if they are not locked in combat with any other units. Once this Fall Back and any Sweeping Advances are resolved, the Fight sub-phase continues as normal.
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• When an Armour Penetration roll would inflict a Glancing Hit on a model with this Unit Sub-type, it instead inflicts a Penetrating Hit.
• An enemy player may never score Victory points for the destruction of a model with this Unit Sub-type, this includes models with this Unit Sub-type that are selected as Lords of War.
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• A model with the Mechanised Unit Sub-type may attack with Heavy and Ordnance weapons while counting as stationary even if it has moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• A model with the Mechanised Unit Sub-type is affected by the Haywire, Detonation and Battlesmith (X) special rules as if it had the Dreadnought Unit Type.
• No model that does not also have the Mechanised Unit Sub‑type may join a unit that includes one or more models with the Mechanised Unit Sub-type.
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• Any Hits inflicted on a model with the Corrupted Engine Unit Sub-type by a weapon with the Force or Psychic Focus special rules gain the Instant Death special rule.
• If a model with the Corrupted Engine Sub-type has a Wound characteristic and suffers an unsaved Wound with the Instant Death special rule it is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it.
• No model that does not also have the Corrupted Engine Sub-type may join a unit that includes one or more models with the Corrupted Engine Unit Sub-type.
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Reactions:
- May only make Reactions in response to – Super Heavy Vehicles, Lumbering Flyers, Knights and Titans or any model with 8+ wounds.
- May not perform Death or Glory Reactions
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• Any Hits inflicted by a model with the Daemon Primarch Unit Type, as part of either Shooting Attacks or in close combat, are allocated by that model’s controlling player and not the controlling player of the target unit. These Hits should form a separate Wound Pool.
• If an army includes any models with the Daemon Primarch Unit Type, then one of those models must be chosen as the army’s Warlord.
• For the purposes of any special rule that affects or has additional effects that target models with the Daemon or Primarch Unit Type, a model with the Daemon Primarch Unit Type is considered to have the Daemon and Primarch Unit Types
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Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer’s hull, with the exception of the Vehicle’s weapons, which all work as normal. The base of a Skimmer is effectively ignored, except for when the Skimmer is being Charged or Rammed, in which case, models may move into contact with the Vehicle’s hull, its base or both.
Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Skimmers can move over all terrain, ignoring all penalties for Difficult Terrain and Dangerous Terrain tests. However, if a moving Skimmer starts or ends its move in Difficult Terrain or Dangerous Terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over Impassable Terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test. If a Skimmer is forced to end its move over friendly or enemy models, move the Skimmer the minimum distance so that no models are left underneath it.
If a Skimmer is Immobilised or Wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), then leave the base in place. Note that it is not otherwise permitted to remove the flying base, as Skimmers cannot land in battle conditions.
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• Unless they are joined by a friendly Character, all models with the Guardian Unit Sub-type suffer the following provisions:
- Reduce their Movement Characteristic by -2 and may not Run.
- Reduce their Initiative Characteristic to 1.
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Force Org Slot
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From December 2023 Liber Imperium FAQ V1.1, page 2:
In addition, the Leadership Characteristic of a model with the Anathema Unit Sub-type can only be used for a Leadership test or Morale check if all models in that unit have the Anathema Unit Sub-type
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In Disgrace All Are Equal
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In Disgrace All Are Equal
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Pride is Our Armour
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Pride is Our Armour
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B - On Desktop after adding your first force then just press add force again
Then choose the army you wish to have a lord of war from, then pick "Lord of War Detachment". This allows the choice of any LoW from any army as per the rules of HH2 (apart from the new Ruinstorm Deamons one can only be taken in a Lord of War Detachment for Ruinstorm Daemons).
THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEFULLY EVERYONE WILL BE USED TO WHERE THE NEW LOCATION IS, AND I DON’T GET 100S OF BUG REPORTS FROM PEOPLE NOT BEING ABLE TO FIND THEIR LOW
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Assault 2, Concussive (1)
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Assault 4, Pinning, Shell Shock (1)
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Heavy 2, Rending (6+)
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Heavy 2, Rending (6+), Twin-linked
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Heavy 6, Rending (6+)
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Heavy 3, Rending (6+), Twin-linked
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Heavy 4, Rending (6+), Twin-linked
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Heavy 8, Rending (6+), Exoshock (6+)
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Ordnance 1, Massive Blast (7")
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Ordnance 1, Armourbane (Ranged), Exoshock (4+), Blast (3")
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Heavy 5, Skyfire, Twin-linked
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Heavy 4, Rending (5+), Sunder, Twin-linked
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Heavy 2, Sunder, Rending (5+), Twin-linked
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Heavy 18, Pinning, Shell Shock (1)
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Heavy 1, Barrage, Large Blast (5"), Shred
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Heavy 1, Barrage, Large Blast (5"), Ignores Cover, Pinning, Shred
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Heavy 4, Sunder
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Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1)
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Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3)
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Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+)
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Ordnance 1, Large Blast (5"), Rending (4+), Sunder, Brutal (4)
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Pistol 1, Rending (3+), Master-crafted
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Pistol 1
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Rapid Fire
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Rapid Fire, Twin-linked
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Heavy 1, Rending (5+), Sniper, Pinning
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Heavy 4
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Heavy 6, Twin-linked
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Heavy 8, Twin-linked
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Heavy 7
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Assault 1, Armourbane (Melta), One Shot
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Rapid Fire, Breaching (4+), Gets Hot, One Shot
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2
Rapid Fire, Instant Death, Gets Hot, One Shot
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Assault 1
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5
Assault 2, Deflagrate
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Assault 1
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24"
@@ -3809,7 +5145,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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Assault 1, Blast (3"), Pinning
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Heavy 1, Blast (3"), Blind
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More than 18"-42"
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4
Heavy 1, Blast (3"), Blind
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More than 42"-72"
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1
Heavy 1, Blast (3"), Blind
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@@ -3854,7 +5202,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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Heavy 1, Large Blast (5"), Blind
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More than 18"-42"
@@ -3872,7 +5226,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), Blind
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More than 42"-72"
@@ -3880,7 +5236,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 1, Large Blast (5"), Blind
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@@ -3889,7 +5247,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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@@ -3899,7 +5261,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Pistol 1, Instant Death, Gets Hot
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@@ -3908,7 +5272,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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@@ -3918,7 +5286,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Rapid Fire, Instant Death, Gets Hot
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@@ -3927,7 +5297,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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@@ -3937,7 +5311,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire
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@@ -3945,14 +5321,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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@@ -3962,7 +5344,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), Concussive (1), †Graviton Pulse, Haywire
-
+
+
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@@ -3970,14 +5354,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
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-
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@@ -3987,7 +5377,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Ordnance 1, Massive Blast (7"), Barrage, Concussive (1), †Graviton Pulse, Haywire
-
+
+
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@@ -3995,7 +5387,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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@@ -4003,7 +5397,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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@@ -4013,7 +5411,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), †Graviton Collapse, Torsion Crusher, Ignores Cover, Concussive (1)
-
+
+
+
@@ -4025,12 +5425,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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-
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@@ -4040,7 +5446,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 1, Sunder
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+
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@@ -4048,7 +5456,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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@@ -4058,7 +5470,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 2, Sunder
-
+
+
+
@@ -4066,7 +5480,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4076,7 +5494,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 2, Twin-linked, Sunder
-
+
+
+
@@ -4085,7 +5505,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4095,7 +5519,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 2, Sunder, Exoshock (5+), Twin-linked
-
+
+
+
@@ -4103,13 +5529,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -4119,7 +5551,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Ordnance 2, Twin-linked, Exoshock (6+)
-
+
+
+
@@ -4127,12 +5561,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -4142,7 +5582,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Ordnance 3, Twin-linked, Exoshock (6+)
-
+
+
+
@@ -4151,7 +5593,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4161,21 +5607,29 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Ordnance 2, Concussive (3), Shock Pulse, Gets Hot
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4185,14 +5639,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 1, Concussive (3), Shock Pulse, Sunder, Gets Hot
-
+
+
+
-
+
+
+
@@ -4200,7 +5658,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4210,14 +5672,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Ordnance 4, Concussive (3), Feedback, Shock Pulse, Gets Hot
-
+
+
+
-
+
+
+
@@ -4225,7 +5691,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4235,7 +5705,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Destroyer 1, Large Blast (5"), Ignores Cover
-
+
+
+
@@ -4245,7 +5717,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4255,7 +5731,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Destroyer 1, Large Blast (5"), Shock Pulse, Ignores Cover
-
+
+
+
@@ -4266,7 +5744,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4276,7 +5758,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Destroyer 1, Large Blast (5"), Ignores Cover
-
+
+
+
@@ -4286,7 +5770,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4296,7 +5784,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
Pistol 1
-
+
+
+
@@ -4304,7 +5794,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4314,7 +5808,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Assault 1
-
+
+
+
@@ -4322,7 +5818,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4332,25 +5832,35 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Assault 1, Poisoned (3+), Rending (6+)
-
+
+
+
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4360,7 +5870,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Assault 1
-
+
+
+
@@ -4368,7 +5880,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4378,20 +5894,28 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Torrent (18")
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4401,19 +5925,27 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Assault 1, Armourbane (Melta)
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4423,20 +5955,28 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 1, Armourbane (Melta), Twin-linked
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4446,20 +5986,28 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 2, Armourbane (Melta), Twin-linked
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4469,20 +6017,28 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 3, Armourbane (Melta), Twin-linked
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4492,19 +6048,27 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 4, Armourbane (Melta)
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4514,7 +6078,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 5, Armourbane (Melta), Twin-linked
-
+
+
+
@@ -4522,19 +6088,27 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
When a model with melta cutters makes a Ram Attack targeting a model with the Vehicle Unit Type or a Building, it adds an additional modifier of +2 to the Strength of the attack, to a maximum of Strength 10.
-
+
+
+
6"
@@ -4542,19 +6116,27 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 3, Armourbane (Melta)
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4564,19 +6146,27 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 4, Armourbane (Melta)
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4592,12 +6182,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1
-
+
+
+
-
+
+
+
+
+
@@ -4611,7 +6207,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, Skyfire
-
+
+
+
@@ -4619,7 +6217,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
+
@@ -4633,7 +6236,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
6
Heavy 1, Blast (3"), Pinning
-
+
+
+
@@ -4642,12 +6247,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
+
-
+
+
+
+
@@ -4657,7 +6270,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 2, Large Blast (5")
-
+
+
+
@@ -4665,7 +6280,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4675,7 +6294,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 1, Blast (3"), Twin-linked
-
+
+
+
@@ -4684,7 +6305,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4694,7 +6319,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, One Shot
-
+
+
+
@@ -4702,7 +6329,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4712,7 +6343,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 1, Sunder, One Shot
-
+
+
+
@@ -4721,7 +6354,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4731,7 +6368,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 3, Exoshock (6+), Ignores Cover, Twin-linked
-
+
+
+
@@ -4739,13 +6378,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -4755,7 +6400,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Sunder, One Shot
-
+
+
+
@@ -4764,7 +6411,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4774,7 +6425,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 3, Pinning, Guided Fire
-
+
+
+
@@ -4783,7 +6436,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4793,7 +6450,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 1, Skyfire, Guided Fire, One Shot
-
+
+
+
@@ -4803,7 +6462,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4819,7 +6482,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
6
Heavy 1, Large Blast (5"), Pinning
-
+
+
+
@@ -4828,7 +6493,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
+
@@ -4842,7 +6512,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 2. Twin-linked
-
+
+
+
@@ -4850,12 +6522,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
+
-
+
+
+
+
@@ -4865,7 +6545,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Bomb 1, Apocalyptic Barrage (6), One Shot
-
+
+
+
@@ -4874,7 +6556,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -4884,20 +6570,28 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Pistol 1, Breaching (4+), Gets Hot
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4907,20 +6601,28 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Rapid Fire, Breaching (4+), Gets Hot
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -4930,7 +6632,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot
-
+
+
+
@@ -4938,13 +6642,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -4954,7 +6664,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot
-
+
+
+
@@ -4963,12 +6675,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -4978,20 +6696,28 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Assault 2, Breaching (4+), Gets Hot
-
+
+
+
-
+
+
+
-
+
+
+
+
+
@@ -5001,7 +6727,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), Rending (4+)
-
+
+
+
@@ -5009,12 +6737,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -5030,7 +6764,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Rending (4+), Gets Hot, Large Blast (5")
-
+
+
+
@@ -5039,12 +6775,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
+
@@ -5058,24 +6801,36 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 6, Breaching (4+)
-
+
+
+
-
+
+
+
-
+
+
+
+
+
+
-
+
+
+
+
@@ -5091,14 +6846,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked
-
+
+
+
-
+
+
+
@@ -5106,7 +6865,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
+
@@ -5120,25 +6884,37 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 8, Breaching (4+), Twin-linked
-
+
+
+
-
+
+
+
-
+
+
+
+
+
+
-
+
+
+
+
@@ -5148,7 +6924,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Pistol 2, Deflagrate
-
+
+
+
@@ -5156,7 +6934,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5166,7 +6948,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Assault 2, Deflagrate
-
+
+
+
@@ -5174,7 +6958,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5184,7 +6972,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 3, Deflagrate
-
+
+
+
@@ -5192,7 +6982,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5202,7 +6996,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 5, Deflagrate
-
+
+
+
@@ -5210,7 +7006,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5220,7 +7020,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 6, Deflagrate, Twin-linked
-
+
+
+
@@ -5229,7 +7031,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5239,7 +7045,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 8, Deflagrate, Twin-linked, Pinning
-
+
+
+
@@ -5249,7 +7057,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5259,7 +7071,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 6, Deflagrate
-
+
+
+
@@ -5267,7 +7081,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5277,7 +7095,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 8, Deflagrate
-
+
+
+
@@ -5285,7 +7105,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5295,7 +7119,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, Heavy Beam, Deflagrate
-
+
+
+
@@ -5304,7 +7130,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5314,7 +7144,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 12, Deflagrate, Pinning
-
+
+
+
@@ -5323,7 +7155,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5333,7 +7169,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Assault 1, One Use, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
-
+
+
+
@@ -5342,14 +7180,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -5359,7 +7203,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
-
+
+
+
@@ -5367,7 +7213,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
@@ -5375,7 +7223,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5385,7 +7237,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
-
+
+
+
@@ -5394,14 +7248,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -5411,7 +7271,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, Blast (3"), Fleshbane, Rad-phage
-
+
+
+
@@ -5421,7 +7283,11 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
@@ -5431,7 +7297,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Melee, Unwieldy, Cumbersome
-
+
+
+
8"
@@ -5439,7 +7307,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Assault 1, Armourbane (Ranged)
-
+
+
+
@@ -5448,12 +7318,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
-
+
+
+
+
+
@@ -5467,7 +7343,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 2, Skyfire, Twin-linked
-
+
+
+
@@ -5476,14 +7354,21 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
+
+
+
+
+
+
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
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@@ -5491,14 +7376,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
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A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
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A model with an iron halo gains a 4+ Invulnerable Save.
Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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Artificer armour confers a 2+ Armour Save.
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Power armour provides a 3+ Armour Save.
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1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death
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• A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
• When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction (see the Horus Heresy: Age of Darkness rulebook, page 309) without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase.
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Boarding shields confer a 5+ Invulnerable Save, but a model with a boarding shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.
Invulnerable saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.
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Combat shields confer a 6+ Invulnerable Save.
Invulnerable saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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Any unit that includes one of more modesl with the Cybernetica Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type.while within 12" of a model with a cortex controller.
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A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
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A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.
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All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gains the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.
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While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.
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Any enemy model within 18" and line of sight of a model with a psychic hood must reduce its Leadership by -2 when making Psychic checks. This modifier is not cumulative and no model may suffer from penalties from more than one psychic hood.
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During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic (to a minimum of toughness 1) until the end of the Fight Sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.
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A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.
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A model with a refractor field gains a 5+ Invulnerable Save.
Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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Scout armour provides a 4+ Armour Save.
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In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.
Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
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Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with shroud bombs is considered to be 6" further than the actual range between the two units – enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with shroud bombs is always treated as though it was out of line of sight when scattering any attacks.
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The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.
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A heavy weapon with a suspensor web may be treated as having the type Assault rather than Heavy when used to attack as part of any Shooting Attack at targets at up to half the weapon’s usual maximum range.
Example: A heavy bolter with a suspensor web, which is usually a Range 36" Heavy 4 weapon, can instead be used as if it were a Range 18" Assault 4 weapon if the controlling player wishes.
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At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.
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A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.
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The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10 AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges may not otherwise attack or make use of any other special rules or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
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@@ -5841,7 +7864,11 @@ Example: A heavy bolter with a suspensor web, which is usually a Range 36"
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While any model with the Character Sub-type is Embarked upon a model with this special rule, friendly units with the same version of the Legiones Hereticus special rule that are within 18" or that include a model with a nuncio-vox may use the Embarked model’s Leadership Characteristic for Morale checks and Pinning tests. If more than one model with the Character Sub-type is Embarked upon a model with this special rule then the controlling player chooses which model’s Leadership Characteristic is used.
@@ -5866,15 +7898,23 @@ Example: A heavy bolter with a suspensor web, which is usually a Range 36"
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@@ -5883,48 +7923,68 @@ Example: A heavy bolter with a suspensor web, which is usually a Range 36"
• Disruption Mode: Any Reserves rolls made by an enemy player to bring units into play from Reserve are modified by -1 while this mode is active. This modifier does not stack with any other negative modifiers to Reserves rolls – use the highest single modifier instead. However, once the final negative modifier to a Reserves roll is determined, it can be reduced by any positive modifiers applied to the roll (for example if a Reserves roll was affected by both a -1 and +1 modifier then they would cancel each other and no modifier would be applied).
• Relay Mode: Any Reserves rolls made by the controlling player to bring units into play from Reserves may be rerolled while this mode is active.
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A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.
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As long as a model with this special rule is deployed on the battlefield, the controlling player may choose to re-roll all failed Reserves roll they make.
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A unit that includes at least one model with a grenade harness makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
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• When the model makes a Shooting Attack as part of the Interceptor Reaction, the Reaction does not cost the controlling player a point from their Reaction Allotment. This does not allow the unit to make more than one Reaction per phase, but does allow the controlling player to exceed the normal three Reactions limit in a given phase.
• When a model with the Vehicle Unit Type and a helical targeting array makes a Shooting Attack as part of the Interceptor Reaction, that model may fire all of its weapons, not just Defensive Weapons, as part of the Shooting Attack.
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@@ -5952,12 +8017,17 @@ Any model equipped with a Jet Pack also gains the Bulky (2) and Deep Strike spec
During any Reaction that allows a unit equipped entirely with Jet Packs to move, increase the distance of that move by 6. This allows the unit to ignore terrain in the same manner as other Jet Pack moves.
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During Reactions made in any Phase, a unit equipped with Jump Packs may not activate them to gain any bonus to their Movement Characteristic.
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2
Melee, Unwieldy, Shred, Armourbane (Melee)
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A model with a machinator array makes two additional attacks in the Assault phase. These attacks are made using the weapon profiles shown below.
Additionally, a machinator array incorporates a flamer and a meltagun. A model with the Battlesmith special rule may add +2 to their Repair roll result if they also have a machinator array.
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Rapid Fire, Breaching (6+)
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Rapid Fire, Twin-linked, Breaching (6+)
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Melee, Unwieldy, Force
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Melee, Force
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Melee, Reach (1), Force
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Melee, Rending (6+), Force
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Melee, Shred, Rending (6+), Specialist Weapon
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Melee, Murderous Strike (6+), Specialist Weapon
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Melee, Unwieldy
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Melee, Unwieldy, Specialist Weapon
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Melee, Rending (6+)
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Melee
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Melee, Reach (1)
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Melee, Unwieldy
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A model with a servo-arm may make a single additional attack in the Assault phase as well as any they would normally be eligible to make. These attacks are made using the weapon profiles shown below.
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Melee, Unwieldy, Brutal (2), Specialist Weapon
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Melee, Brutal (3)
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Melee, Breaching (5+), Duellist's Edge (1)
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Melee, Breaching (5+), Duellist's Edge (2), Two-handed
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Melee, Armourbane (Melee), Unwieldy
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Melee, Two-handed, Shred
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Melee, Two-handed
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Melee, Two-handed, Haywire
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Melee, Shred, Two-handed
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Melee, Shred
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Heavy 4, Rending (6+)
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Rapid-fire, Twin-linked
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Assault 1, Twin-linked
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Heavy 4, Twin-linked
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Assault 1, Twin-linked
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+
+
@@ -6657,7 +8964,9 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
1
Assault 1, Armourbane (Melta), Twin-linked
-
+
+
+
@@ -6665,12 +8974,18 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
-
+
+
+
-
+
+
+
+
+
@@ -6680,7 +8995,9 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
4
Rapid Fire, Breaching (4+), Gets Hot, Twin-linked
-
+
+
+
@@ -6688,13 +9005,19 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
-
+
+
+
-
+
+
+
+
+
@@ -6704,24 +9027,34 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Melee, Armourbane (melee), Murderous Strike (5+)
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-
+
+
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-
+
+
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-
+
+
+
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+
@@ -6731,7 +9064,9 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Heavy 1, Sunder, Twin-linked
-
+
+
+
@@ -6740,7 +9075,11 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
-
+
+
+
+
+
@@ -6761,7 +9100,9 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
Fire Point (Front 4)
Fire Point (Front 4)
-
+
+
+
@@ -6771,9 +9112,13 @@ Fire Point (Front 4)
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+
+
+
-
+
+
+
@@ -6781,12 +9126,21 @@ Fire Point (Front 4)
-
+
+
+
+
+
+
+
-
+
+
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+
@@ -6810,7 +9164,9 @@ Hull Mounted (Left) Heavy Bolter
Hull Mounted (Right) Heavy Bolter
Hull Mounted (Rear) Heavy Bolter
-
+
+
+
@@ -6821,7 +9177,13 @@ Hull Mounted (Rear) Heavy Bolter
-
+
+
+
+
+
+
+
@@ -6832,7 +9194,10 @@ Hull Mounted (Rear) Heavy Bolter
-
+
+
+
+
@@ -6842,14 +9207,23 @@ Hull Mounted (Rear) Heavy Bolter
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+
+
+
-
+
+
+
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-
+
+
+
+
+
@@ -6859,7 +9233,9 @@ Hull Mounted (Rear) Heavy Bolter
2
Heavy 1, Skyfire
-
+
+
+
@@ -6867,7 +9243,11 @@ Hull Mounted (Rear) Heavy Bolter
-
+
+
+
+
+
@@ -6889,7 +9269,9 @@ Four single Blast Shields
-
-
-
+
+
+
@@ -6899,19 +9281,30 @@ Four single Blast Shields
-
+
+
+
+
+
+
-
+
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-
+
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+
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+
@@ -6923,7 +9316,9 @@ Four single Blast Shields
2
Heavy 5, Twin-linked
-
+
+
+
@@ -6931,7 +9326,11 @@ Four single Blast Shields
-
+
+
+
+
+
@@ -6941,7 +9340,9 @@ Four single Blast Shields
4
Heavy 4, Twin-linked, Neutron-flux, Breaching (5+)
-
+
+
+
@@ -6950,12 +9351,18 @@ Four single Blast Shields
-
+
+
+
-
+
+
+
+
+
@@ -6965,7 +9372,9 @@ Four single Blast Shields
4
Heavy 1, Large Blast (5"), Ignores Cover, Pinning
-
+
+
+
@@ -6975,7 +9384,11 @@ Four single Blast Shields
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+
+
+
+
+
@@ -6985,7 +9398,9 @@ Four single Blast Shields
2
Heavy 5, Skyfire, Twin-linked
-
+
+
+
@@ -6994,12 +9409,19 @@ Four single Blast Shields
-
+
+
+
+
+
-
+
+
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+
@@ -7009,7 +9431,9 @@ Four single Blast Shields
4
Heavy 9, Pinning, Deathstorm, Limited Ammunition
-
+
+
+
@@ -7019,7 +9443,11 @@ Four single Blast Shields
-
+
+
+
+
+
@@ -7029,7 +9457,9 @@ Four single Blast Shields
4
Rapid Fire
-
+
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+
24"
@@ -7037,7 +9467,9 @@ Four single Blast Shields
4
Assault 1, Breaching (4+)
-
+
+
+
18"
@@ -7045,20 +9477,28 @@ Four single Blast Shields
6
Assault 3, Ignores Cover
-
+
+
+
-
+
+
+
-
+
+
+
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+
@@ -7068,7 +9508,9 @@ Four single Blast Shields
4
Heavy 1, Barrage, Large Blast (5"), Rocket Barrage
-
+
+
+
@@ -7078,7 +9520,11 @@ Four single Blast Shields
-
+
+
+
+
+
@@ -7088,7 +9534,9 @@ Four single Blast Shields
4
Ordnance 1, Massive Blast (7"), Rending (6+), Limited Ammunition
-
+
+
+
@@ -7096,13 +9544,19 @@ Four single Blast Shields
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+
+
+
-
+
+
+
+
+
@@ -7112,7 +9566,9 @@ Four single Blast Shields
-
Melee, Shred
-
+
+
+
@@ -7120,14 +9576,20 @@ Four single Blast Shields
-
+
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+
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+
Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit within 6", that unit increases its Strength by +1 for the duration of the current player turn. When using this power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then both Strength and Toughness are increased by +1 for the duration of the current player turn. If the Check is failed, then the target unit gains no benefit and the Psyker suffers Perils of the Warp.
-
+
+
+
-
@@ -7135,7 +9597,9 @@ Four single Blast Shields
4
Melee, Rending (4+), Psychic Focus
-
+
+
+
@@ -7143,7 +9607,9 @@ Four single Blast Shields
Biomantic Augmentation (Psychic Power)
Biomancer’s Rage (Psychic Weapon)
-
+
+
+
@@ -7154,14 +9620,21 @@ Biomancer’s Rage (Psychic Weapon)
-
+
+
+
+
+
+
Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit within 12". The target unit gains the Precision Strikes (6+) and Precision Shots (6+) special rules for the duration of the current player turn. When using this power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then the target unit instead gains the Precision Strikes (5+) and Precision Shots (5+) special rules for the duration of the current player turn. If the Check is failed then no additional benefit is gained and the Psyker suffers Perils of the Warp.
-
+
+
+
18"
@@ -7169,7 +9642,9 @@ Biomancer’s Rage (Psychic Weapon)
2
Assault 1, Sniper, Guided Fire, Psychic Focus
-
+
+
+
@@ -7177,7 +9652,9 @@ Biomancer’s Rage (Psychic Weapon)
Divinatory Aegis (Psychic Power)
Diviner’s Dart (Psychic Weapon)
-
+
+
+
@@ -7191,14 +9668,21 @@ Diviner’s Dart (Psychic Weapon)
-
+
+
+
+
+
+
Instead of making a Shooting Attack, a Psyker with this Psychic Power can place a Large Blast (5") marker anywhere on the battlefield that is entirely within 18" and within line of sight of the Psyker. Once placed, scatter the marker D6" to determine its final position and then leave it in place until the beginning of the controlling player’s next Shooting phase. The area under the marker counts as Difficult Terrain and any model, friendly or enemy, under the marker’s final position, or that moves onto or through the marker, suffers a Strength 6, AP 4 Hit. When using this Psychic Power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then the Psyker’s controlling player may place and scatter up to three Large Blast (5") markers instead of just one. Any model under more than one Blast marker placed using this Psychic Power suffers 1 Hit for each Blast marker it is under. If the Check is failed then the power fails completely, no markers are placed and the Psyker suffers Perils of the Warp.
-
+
+
+
-
@@ -7206,7 +9690,9 @@ Diviner’s Dart (Psychic Weapon)
3
Melee, Unwieldy, Pyromanric Desolation, Psychic Focus
-
+
+
+
@@ -7214,10 +9700,14 @@ Diviner’s Dart (Psychic Weapon)
Pyromantic Combustion (Psychic Power)
Pyromantic Desolation (Psychic Weapon)
-
+
+
+
In addition to attacking normally in the Assault Phase, at the beginning of the Initiative Step at which the model using this Psychic Weapon would normally attack, but before any Pile-in moves or attacks are made, place a Blast (3") marker centred on the attacking model. All other models wholly or partially under the marker, friendly or enemy, suffer an automatic Hit with the profile shown. These Hits are resolved immediately and do not count for the purpose of resolving the winner of an assault. Once they are resolved, the attacking model may Pile-in and make any other attacks as normal.
-
+
+
+
@@ -7229,7 +9719,12 @@ Pyromantic Desolation (Psychic Weapon)
-
+
+
+
+
+
+
@@ -7239,12 +9734,16 @@ Pyromantic Desolation (Psychic Weapon)
4
Heavy 1, Sunder, Blast (3"), Psychic Focus
-
+
+
+
Instead of moving during the Movement phase, a Psyker with this Psychic Power may instead activate this Psychic Power. All models, friendly and enemy, that are within 8" of the Psyker gain a 6+ Invulnerable Save when targeted by any model that is not also within 8" of the Psyker. If the Psyker moves, makes a Shooting Attack, Charges or is successfully Charged by an enemy unit, then the Psychic Power ends, otherwise it remains in effect indefinitely. When initially using the Psychic Power, or at the start of any of the controlling player’s subsequent Movement phase while it is in effect, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then models affected by this Psychic Power gain a 4+ Invulnerable Save instead of a 6+ Invulnerable Save. If the Check is failed then the Psyker suffers Perils of the Warp and the Psychic Power immediately ends.
-
+
+
+
@@ -7252,7 +9751,9 @@ Pyromantic Desolation (Psychic Weapon)
Telekine Dome (Psychic Power)
Telekine’s Focus (Psychic Weapon)
-
+
+
+
@@ -7264,14 +9765,21 @@ Telekine’s Focus (Psychic Weapon)
-
+
+
+
+
+
+
Once per turn, at the start of any Phase, the Psyker with this Psychic Power’s controlling player may select a single enemy unit within 24" and line of sight of the Psyker and take a Psychic check. If that Check is passed then the target unit may not make any Reactions for the duration of that Phase. If the Check is failed then the Psyker suffers Perils of the Warp.
-
+
+
+
36"
@@ -7279,18 +9787,24 @@ Telekine’s Focus (Psychic Weapon)
-
Assault 6, Hallucinations, Psychic Focus
-
+
+
+
A unit that suffers one or more Hits from a Weapon with this special rule must make an immediate Pinning test, adding one to the result of the roll for each Hit scored by this attack before the result is decided. For example, if a Psyker attacks an enemy unit that has a Leadership of 8, scoring 3 Hits with Telepathic Hallucinations, then that unit must make an immediate Pinning test and add 3 to the result rolled before determining the result.
-
+
+
+
A Psyker with this Discipline gains all the listed Powers, weapon and other special rules, as well as the AethericLightning Psychic Weapon.
Telepathic Fugue (Psychic Power)
Telepathic Hallucinations (Psychic Weapon)
-
+
+
+
@@ -7300,14 +9814,21 @@ Telepathic Hallucinations (Psychic Weapon)
-
+
+
+
+
+
+
Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit with at least one model within 12" and make a Psychic check. If the Psychic check is passed then all non-Vehicle models in the target unit may roll a D6. On a roll of a 5+, that model regains a single lost Wound. This ability cannot be used to increase a model’s Wounds beyond its starting Wounds Characteristic.
-
+
+
+
Template
@@ -7315,7 +9836,9 @@ Telepathic Hallucinations (Psychic Weapon)
3
Assault 1, Sanctic, Psychic Focus
-
+
+
+
@@ -7323,7 +9846,9 @@ Telepathic Hallucinations (Psychic Weapon)
Thaumaturgic Succour (Psychic Power)
Thaumaturge’s Cleansing (Psychic Weapon)
-
+
+
+
@@ -7334,14 +9859,21 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -7349,7 +9881,10 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -7359,9 +9894,13 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -7373,14 +9912,20 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -7388,19 +9933,27 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -7411,19 +9964,25 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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-
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@@ -7431,12 +9990,19 @@ Thaumaturge’s Cleansing (Psychic Weapon)
Scornful Fire – This Advanced Reaction may be made once per battle during the Shooting phase when any enemy unit declares a Shooting Attack targeting a unit that includes a model with the Independent Character special rule under the Reactive player’s control which is part of the Mechanicum Detachment. The Reacting unit, and any friendly Mechanicum units eligible to make a Reaction within 12", may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of this Reaction counts as having made a Reaction in this Phase.
A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive Weapons. Template weapons may only be used as part of a Scornful Fire Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally.
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@@ -7447,9 +10013,13 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7459,7 +10029,11 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7470,9 +10044,13 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7482,7 +10060,11 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7492,7 +10074,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
-
Pistol 2, Poisoned (3+), Pinning
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@@ -7500,12 +10084,18 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7515,7 +10105,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
3
Destroyer 2, Apocalyptic Barrage
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@@ -7524,7 +10116,11 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7534,7 +10130,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
1
Destroyer 1, Apocalyptic Blast (10"), Sunder
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@@ -7544,7 +10142,11 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7554,7 +10156,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
3
Destroyer 2, Apocalyptic Blast (10"), Pinning, Shell Shock (1)
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@@ -7563,13 +10167,19 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7579,7 +10189,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
1
Melee, Armourbane (Melee), Concussive (2)
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Template
@@ -7587,24 +10199,32 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
4
Heavy 1, Concussive (1), Graviton Pulse*,Grav Wave, Haywire
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@@ -7612,7 +10232,11 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7625,9 +10249,14 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
6
Heavy 3
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@@ -7637,7 +10266,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
3
Destroyer 1, Torrent (24")
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@@ -7645,12 +10276,18 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7660,7 +10297,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
5
Assault 1, Fleshbane, Rad-phage
-
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+
@@ -7670,7 +10309,11 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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+
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@@ -7680,7 +10323,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
2
Destroyer 1, Large Blast (5")
-
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@@ -7689,7 +10334,11 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7699,7 +10348,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
1
Heavy 1, Massive Blast (7"), Armourbane (Melta)
-
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@@ -7707,12 +10358,18 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -7722,29 +10379,40 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
6
Heavy 3
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@@ -7754,7 +10422,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
Only one model in an army may be upgraded to have the Paragon of Metal special rule. Models upgraded with the Paragon of Metal special rule must have the Automata (Cybernetica) Unit Type before the upgrade is applied. This rule confers the Paragon Sub-type, which replaces the Cybernetica Unit Sub-type, and confers the It Will Not Die (4+), Precision Strikes (4+), Precision Shots (4+) and Rampage (2) special rules. A model upgraded with the Paragon of Metal special rule also increases both their starting Wounds Characteristic and their Weapon Skill Characteristic by +1.
In addition, a model with the Paragon of Metal special rule may not be targeted or affected by any Cybertheurgic Power or any Weapon with the Data-djinn special rule, either friendly or enemy.
-
+
+
+
The following rules apply to all models with the Paragon Unit Sub-type
• Models with the Paragon Unit Sub-type are not affected by special rules that negatively modify their Characteristics (other than Wounds or Hull Points).
@@ -7765,34 +10435,50 @@ In addition, a model with the Paragon of Metal special rule may not be targeted
From December 2023 Liber Mechanicum FAQ, page 2:
Q. Can a unit with the Paragon Unit Sub-type make Reactions?
A. No.
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@@ -7802,20 +10488,28 @@ A. No.
3
Heavy 3, Breaching (4+), Gets Hot
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@@ -7825,7 +10519,9 @@ A. No.
3
Ordnance 1, Massive Blast (7"), Breaching (4+), Reactor Overload
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@@ -7834,13 +10530,19 @@ A. No.
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@@ -7850,19 +10552,27 @@ A. No.
4
Melee, Breaching (5+)
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@@ -7872,12 +10582,17 @@ A. No.
3
Melee
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@@ -7887,14 +10602,18 @@ A. No.
2
Melee, Brutal (2), Sunder, Wrecker, Specialist Weapon
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-
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+
+
@@ -7902,7 +10621,11 @@ A. No.
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@@ -7912,7 +10635,9 @@ A. No.
2
Destroyer 2, Apocalyptic Barrage, Ignores Cover, Reactor Overload
-
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+
@@ -7923,7 +10648,11 @@ A. No.
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+
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@@ -7933,7 +10662,9 @@ A. No.
2
Destroyer 1, Large Blast (5"), Ignores Cover, Twin-linked
-
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+
+
@@ -7943,7 +10674,11 @@ A. No.
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@@ -7953,7 +10688,9 @@ A. No.
3
Heavy 15, Pinning, Shell Shock (1)
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@@ -7961,12 +10698,18 @@ A. No.
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+
-
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@@ -7976,7 +10719,9 @@ A. No.
3
Destroyer 3, Massive Blast (7"), Pinning, Shell Shock (1)
-
+
+
+
@@ -7987,7 +10732,11 @@ A. No.
-
+
+
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@@ -7997,25 +10746,35 @@ A. No.
4
Ordnance 1, Large Blast (5"), Rending (6+), Pinning
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@@ -8025,25 +10784,35 @@ A. No.
4
Ordnance 1, Massive Blast (7"), Pinning, Shell Shock (2)
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@@ -8053,30 +10822,42 @@ A. No.
3
Ordnance 1, Large Blast (5"), Sunder, Rending (5+), Brutal (3)
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@@ -8086,7 +10867,9 @@ A. No.
4
Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+)
-
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+
@@ -8094,18 +10877,26 @@ A. No.
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@@ -8115,7 +10906,9 @@ A. No.
4
Ordnance 1, Barrage, Large Blast (5"), Shred, Pinning
-
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+
@@ -8123,14 +10916,20 @@ A. No.
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Ordnance 1, Barrage, Large Blast (5")
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Ordnance 1, Barrage, Blast (3"), Breaching (4+)
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@@ -8196,17 +11014,25 @@ A. No.
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Ordnance 1, Twin-linked, Skyfire
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@@ -8225,7 +11053,11 @@ A. No.
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Melee
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Pistol 1
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@@ -8419,7 +11311,9 @@ A. No.
2
Heavy 1, Skyfire, Sunder, One Use
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4
Heavy 1, Blast (3"), Pinning
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2
Heavy 2, Sunder, Brutal (2)
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Assault 1, Fleshbane, Rad-phage, Twin-linked
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@@ -8534,20 +11463,28 @@ A. No.
3
Heavy 3, Breaching (4+), Gets Hot, Twin-linked
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@@ -8884,7 +11934,9 @@ A. No.
Fire Point (Front 6)
Two Turret Mounted Lascannons
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@@ -8899,12 +11951,20 @@ Two Turret Mounted Lascannons
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@@ -8928,7 +11988,9 @@ Hull Mounted (Left) Heavy Bolter
Hull Mounted (Right) Heavy Bolter
Hull Mounted (Rear) Heavy Bolter
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@@ -8943,7 +12005,10 @@ Hull Mounted (Rear) Heavy Bolter
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@@ -8952,12 +12017,22 @@ Hull Mounted (Rear) Heavy Bolter
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@@ -8971,17 +12046,23 @@ Hull Mounted (Rear) Heavy Bolter
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Void Shield Envelope: Thie Advanced Reaction may be made during the Shooting phase whenever an enemy unit targets a friendly unit that has at least half of its models within 6" of a friendly Void Shield Generator with a Shooting Attack, excluding friendly units that include any models with the Monstrous, Gargantuan, Knight, Titan, Super-heavy of Flyer Sub-types. Before the Active player has resolved any Hit rolls, the Reactive player mayu choose to expend one of their Reactions for that Phase to have the unit targeted by the Shooting Attack gain the Shrouded (4+) special rule until the end of the Shooting phase. Note that this Advanced Reaction does not improve any existing instances of the Shoudled (X) special rule that a unit may have. The unit that has gained the Shoulded (4+) special rule as a result of this Reaction does not count as having made a Reaction, and mayb itself make a Reaction provided it would otherwise be able to do so, and the Reactive player has sufficient Reaction allotment remaining in that Phase.
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The controlling player of a model with a Void Shield Projector may make the Void Shield Envelope Advanced Reaction.
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@@ -8989,12 +12070,19 @@ Hull Mounted (Rear) Heavy Bolter
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@@ -9012,12 +12100,16 @@ Hull Mounted (Left) Mounted Twin-linked Heavy Bolter or Heavy Flamers
Hull Mounted (Right) Mounted Twin-linked Heavy Bolter or Heavy Flamers
Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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A model with this special rule is deployed anywhere within the controlling player's deployment zone, more than 12" away from any enemy models, after models with the Scout of Infiltrate special rules. If both players have models with this special rule, roll off to see who will deploy them first.
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@@ -9036,12 +12128,17 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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@@ -9073,9 +12178,20 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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@@ -9089,12 +12205,16 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers50, Two Access Points, one at the front and one at the rear.
Hull Mounted (Front) Twin-linked Turbo-laser Destructor
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If a model has a Transport Capacity and the Garrison Vault special rule, then it may transport any number of Infantry units (plus any Characters that have joined the units), so long as the number of models in the Embarked units do not exceed the model's Transport Capacity. Some models when the Garrison Vault special rule may be able to transport other units in additiona to Infantry. Where this is true, the model's profile will note exactly which units may Embark on this building.
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@@ -9111,12 +12231,21 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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@@ -9130,7 +12259,9 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers30, One Access Point at the rear
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@@ -9142,7 +12273,11 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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@@ -9165,7 +12300,9 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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@@ -9178,7 +12315,13 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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@@ -9196,7 +12339,9 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers12, One Access Point at the side
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@@ -9215,7 +12360,10 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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@@ -9236,12 +12391,23 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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@@ -9255,12 +12421,16 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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If the first model placed on the battlefield when performing a Deep Strike Assault is place on the battlements of a Fortification with this special rule, that has been included as part of the controlling player's army, the model does not scatter and can be placed as if a result of Hit had been rolled. Once this first unit has been deployed, roll a D6. On the roll of a "1", the Deep Strike Assault anywhere within 24" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a "2" or higher, then the controlling player deployed each other unit anywhere within 6" of the first, though no model may be within 1" of an enemy model of within impassable terrain - if there is no space to deploy a unit within 6" of the first, then the opposing player deploys that unit as if it was part of a Disordered drop.
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When a unit that includes at least one model with psyk-out grenades makes a successful Charge targeting a unit that includes one of more models with the Psyker Unit Sub-type or Daemon Unit Type, no reactions may be declared against the Charge.
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All models with the Infantry, Dreadnought or Cavalry Unit Type and Legiones Astartes (Night lords) special rule in the same army as Konrad Curze gain the Night Vision and Bloody Murder special rules and are immune to the effects of the Fear (X) special rule. In addition, an army with Konrad Curze as it Warlord gain an additional Reaction in the Movement phase as long as Konrad Curze has not been removed as a casualty.
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@@ -9322,14 +12513,20 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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Assault 1, Instant Death, Armourbane (Ranged), Gets Hot
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Assault 1, Instant Death, Armourbane (Ranged), Gets Hot, Twin-linked
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@@ -9473,19 +12716,27 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers1
Pistol 1, Armourbane (Melta)
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@@ -9495,12 +12746,17 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers4
Pistol 2
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@@ -9510,12 +12766,17 @@ Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers6
Assault 2
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Rapid Fire
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Heavy 2
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18"
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Heavy 1
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Rapid Fire
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Assault 3
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Assault 1
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24"
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Assault 1, Blast (3"), Pinning
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Ordinance 1, Massive Blast (7")
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Samus, Ka’bandha & Cor'bax may always be selected as an Army’s Warlord even if it is not part of the Primary Detachment
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Heavy 4, Poisoned (3+), Pinning
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Assault 5
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Pistol 1, Brutal (2), Concussive (1)
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Heavy 1, Large (5") Blast, Pinning, Barrage, Shell Shock (1)
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Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a point within 12" and at least 3" away from any enemy model or Impassable Terrain – place a 3" Blast marker to represent the Warp Rift until this power is resolved.
@@ -10443,7 +14018,10 @@ Once the final location of the chosen point is determined, the Esoterist’s con
Once all models in the unit have moved onto the battlefield, the Warp Rift marker is removed from play. The Daemon unit brought into play by use of this power may be targeted by the Interceptor Reaction and may act as normal in the Shooting phase in which it arrives and may declare a Charge in the Assault phase of the turn in which it enters play.
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Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single anemy unit composed entirely of models with the Daemon Unit Type or Corrupted Unit Sub-type that is within line of sight and has at least one model within 18" of the Psyker. All models in the target unit must reduce their Strength and Toughness by 1 (to a minimum of Toughtness and Strength 1) until the end of the target unit's controlling player's next turn - the controlling player of the Psyker using this Power may then choose to make a Psychic check from the Psyker If the Check is passed the target unit also suffers Perils of the Warp, and if the Check is failed then both the target unit and the Psyker using this Psychic Power suffer Perils of the Warp.
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When a Charge is declared for a model with this power, or for a unit that includes a model with this power, the Controlling player may choose to make a Psychic check for the model before any dice are rolled to determine the Charge Distance of that Charge. If the Psychic check is successful then the model with this power gains the Hammer of Wrath (3) special rule and increases both their Strength and Toughness characteristics by +1 for the duration of that Assult Phase. If the Check is failed then the model suffers Perils of the Warp, and once that has been resolved gains +1 to both its Strength and Toughness Characteristics until the start of the controlling players next turn
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Any Psyker with the Warp Torrent Psychic Weapon may choose to have the unit they are a part of suffer Perils of the Warp before making any attacks with that weapon. If this option is not chosen, then resolve the attack using the Torrent profile. If this option is chosen, first resolve Perils of the Warp against the unit that the attacking model is part of, if the attacking model survives then resolve the attack using the Malignant profile.
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*For each unsaved Wound inflicted on the attacking model’s unit due to the Perils of the Warp attack triggered by the Malignant Force special rule, increase this value by +1.
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@@ -10723,18 +14384,27 @@ Please do not report validation issues as a bug, we are aware of them, and are i
If you wish to use the list builder that supports the design choices we have made, please head on over to https://www.newrecruit.eu instead
Be aware that we are actively trying to find a solution to this, but it is less "when" and more "if" at this point.
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Void armour confers a 4+ Armour Save.
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Any friendly unit that includes at least one model with a vox interlock may choose to use the Leadership value of any model in a friendly unit with a command vox when making Pinning tests or Morale checks – this includes any friendly units with a command vox that are in Reserves or are Embarked on a model with the Vehicle Unit Type.
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A unit that includes at least one model with an Auxilia vexilla adds +1 to the Wounds score used to decide if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with an Auxilia vexilla may choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit) and if forced to move off the edge of the battlefield will instead stop with each model 1" away from the edge of the battlefield.
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A unit that includes at least one model with an Militia vexilla adds +1 to the Wounds score used to decide if they win a Combat in the Assault phase.
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Flak armour confers a 5+ Armour Save.
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•Any models with the Legiones Astartes (Dark Angels) special rule that have a missile launcher may take stasis missiles in addition to any other missile available to them for +5 points per model, all such weapons in the same unit must be upgraded with the same option if chosen. The weapon is counted as a "Missile" weapon for rules that affect such weapons.
• The Dark Angels gain access to a Legion-Specific Legion Consularis Upgrade in the "Paladin of the Hekatonystika"
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Any Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Dark Angels) special rule may be upgraded to a Paladin of the Hekatonystika Consul instead of selecting any standard Consul Upgrades which grants the following benefits.
• A Paladin of the Hekatonystika must be given one of the Orders of the Hekatonystika options available to the Inner Circle Knights Cenobium at no additional points cost and must increase his WS to 6 and Ld to 10. In addition, a Paladin of the Hekatonystika gains the Stubborn and Adamantium Will (3+) special rules.
• A Paladin of the Hekatonystika must take a Terranic greatsword for no additional points cost.
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The Angels of Death – This Advanced Reaction may be made once per battle, when a Charge is declared for an enemy unit targeting one of the Reactive player’s units. Before the Charge is resolved, the Reactive player must make a Leadership test using the lowest Leadership Characteristic in the unit making this Reaction. If the Leadership test is passed then all models in the Reacting unit gain the Fearless and Fear (2) special rules until the end of the controlling player’s next turn. If the Leadership test is failed then all models in the unit making this Reaction instead gain the Stubborn and Fear (1) special rules until the end of the controlling player’s next turn.
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• Any model with the Legiones Astartes (Emperor's Children) special rule and the Character Unit Sub-type may at no additional cost exchange a power weapon for a Phoenix Rapier or Phoenix Power Spear. Both weapons are counted as a "Power" Weapons for those rules that affect such weapon
• The Emperor's Children gain access to a Legion-Specific Legion Consularis Upgrade in the "Phoenix Warden"
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A Legion Tartaros Centurion with the Legiones Astartes (Emperor's Children) special rule may be upgraded to a Phoenix Warden.
• The Phoenix Warden gains the Skill Unmatched and Living Icons Special Rules.
• The Phoenix Warden gains a Phoenix Pattern Power Weapon of any kind and an Iron Halo at no additional points cost.
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The Perfect Counter – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy unit declares a Charge targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Emperor’s Children) special rule. When a Charge Distance roll is made for the enemy unit making the Charge, the Reactive player must also make a Charge Distance roll for the Reacting unit. If the result of the Reacting unit’s Charge Distance roll is equal to or greater than that of the enemy unit then the Reactive player may choose to make a Charge with the Reacting unit immediately (cancelling the enemy unit’s Charge if it is successful and gaining all the usual benefits of a successful Charge) or if the Reacting player’s Charge Distance roll is lower than that of the enemy unit, the Reactive player may choose to have the unit make a Shooting Attack targeting the enemy unit and which must be fully resolved before the enemy unit resolves its own Charge. A unit that makes a Shooting Attack as part of a The Perfect Counter Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons may only be used as part of a The Perfect Counter Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally.
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When a model with this special rule makes a Shooting Attack or Melee attack targeting a model with the Dreadnought, Automata, Vehicle or Building Unit Type it gains +1 to the Strength of that attack.
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Bitter Fury – Bitter Fury – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Iron Warriors) special rule. Once the Active player has resolved all To Hit and To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may make a Shooting Attack, targeting the unit that triggered this Reaction, with all weapons making twice their normal number of attacks but gaining the Gets Hot special rule. To Hit rolls for weapons that already possess the Gets Hot special rule trigger that special rule on a roll of 1 or 2 during this Shooting Attack, instead of only on a 1. A unit that makes a Shooting Attack as part of a Bitter Fury Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapon or special rule that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons used as part of a Bitter Fury Reaction use the Wall of Death rule instead of firing normally.
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• Any Model with both the Legiones Astartes (White Scars) and Independent Character special rule that does not also have the Unique Sub-type may take a Cyber-Hawk for +10 points.
• The White Scars gain access to a Legion-Specific Legion Consularis Upgrade in the "Stormseer"
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A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (White Scars) special rule may be upgraded to a Stormseer Consul instead of selecting any of the standard Consul upgrades, gaining following benefits.
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• A Stormseer gains the Psyker Sub-type and must select one of the following Psychic Disciplines: The Storm’s Fury , Divination, Telepathy or Thaumaturgy. A Stormseer may not select any other Discipline. In addition, a Stormseer gains the Adamantium Will (4+) special rule.
• A Stormseer may replace a power weapon, bolt pistol or combi-bolter with a force weapon at no additional points cost. In addition a Stormseer may take a psychic hood for +15 points.
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Chasing the Wind – This Advanced Reaction may be made once per battle during the opposing player’s Movement phase when any enemy unit ends a Move with any of its models within 12" of any model in a friendly unit under the Reactive player’s control with the Legiones Astartes (White Scars) special rule. Once the enemy Move that triggers this Reaction is completely resolved, all friendly units composed entirely of models with the Legiones Astartes (White Scars) special rule within 12" of that enemy unit’s final position may immediately make a normal Move – such units may choose to activate Jump Packs to increase their Movement, but may not choose to Run. This move is subject to all the normal penalties for Difficult Terrain, Dangerous Terrain and units that are Pinned, locked in combat or otherwise unable to move may not move due to this Reaction.
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• Any model with both the Legiones Astartes (Space Wolves) and Independent Character Special Rules that does not have the Unique Unit Sub-type may exchange artificer armour for Aether-rune Armour for +25 points each.
•The Space Wolves gain access to three Legion-Specific Legion Consularis Upgrades in the "Caster of Runes", "Speaker of the Dead" and "Pack Thegn"
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A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Speaker of the Dead Consul instead of selecting any of the Standard Consul upgrades, gaining the following benefits:
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• A Speaker of the Dead gains a Narthecium and a Master-crafted Power Maul for no additional points cost.
• A Speaker of the Dead may not select two lightning claws, or a boarding shield.
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A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Caster of Runes instead of selecting any of the Standard Consul upgrades, gaining the following benefits:
• A Caster of Runes gains the Psyker Sub-type and must select one of the following Psychic Disciplines: Winds of Fenris, Divination, Telekinesis or Biomancy. A Caster of Runes may not select any other Discipline. In addition, a Caster of Runes gains the Adamantium Will (4+) special rule.
• A Caster of Runes may replace a power weapon, bolt pistol or combi-bolter with a Force Weapon at no additional points cost. In addition, a Caster of Runes may select a Psychic Hood for +15 points.
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No Prey Escapes the Wolf – This Advanced Reaction may be made once per battle in the opposing player’s turn, when any enemy unit with one or more models within 12" of a friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule is moved during the Movement phase. Once the enemy unit that triggered this Reaction has been moved, but before any other units are moved, a single friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule that can draw a line of sight to the enemy unit that moved may immediately move up to a number of inches equal to the highest Initiative Characteristic in the unit and then declare a Charge targeting the enemy unit that moved if it is within 12". A Charge declared as part of this Reaction is resolved immediately (the enemy unit may not declare any Reaction against this Charge), and if successful the combat will be fought as normal in the following Assault phase, with a Charging unit with the Legiones Astartes (Space Wolves) special rule gaining all the normal benefits of Charging.
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The Best Defence – This Advanced Reaction may be made once per battle, during the opposing player’s Movement phase when any enemy unit ends a Move within 10" and within line of sight of any model with the Legiones Astartes (Imperial Fists) special rule in a unit under the Reactive player’s control, with that unit making the Reaction. The Reactive player may declare a Charge for the Reacting unit against the enemy unit which triggered this Reaction once that enemy unit has completed its move, and as if it were the controlling player’s Assault phase, with a Charge Distance in inches equal to D6 plus the lowest unmodified Initiative Characteristic of any model in the Reacting Unit and any Charge modifiers the unit has. If the Charge is successful, the units are locked in combat and fight in the Assault phase as normal, with the Charging unit benefiting from any Charge bonuses, Hammer of Wrath (X), etc. If the Charge fails, no Surge move is made.
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The Better Part of Valour – This Advanced Reaction may be made once per battle during the Assault phase when any enemy unit declares a Charge targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Night Lords) special rule. Before the Charge is resolved the target unit Falls Back, as if it had failed a Morale check, but immediately Regroups once that move is completed and suffers none of the usual restrictions for a unit that has Regrouped and may Move, Run, Charge and make Shooting Attacks as normal. If this movement causes the target unit to Move more than 12" from, or out of sight of, the Charging unit then the Active player may re-direct the Charge to target another enemy unit within range, but if the target unit remains within 12" and within line of sight of the Charging unit, the target unit must attempt the original Charge. If the Fall Back caused by this Reaction forces the Reacting unit to reach the edge of the battlefield, it immediately stops moving and Regroups, but suffers none of the usual restrictions for a unit that has Regrouped and may Move, Run, Charge and make Shooting Attacks as normal.
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The Wrath of Angels – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a unit composed entirely of models with the Infantry Unit Type and the Legiones Astartes (Blood Angels) special rule under the Reactive player’s control. All models in the unit targeted by the Shooting Attack that triggers this Reaction gain the Shrouded (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction – if the Reacting unit already has a version of the Shrouded (X) special rule then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Shrouded rules available to them. Once the Shooting Attack has been completely resolved, the Reacting unit may have a Charge declared for it, following all the normal rules for Charging and targeting the enemy unit that made the Shooting Attack. The enemy unit may not make a Reaction to this Charge, and it is fully resolved immediately after it is declared. If the Charge is successful, the units are locked in combat and fight in the Assault phase as normal, with the Charging unit benefiting from any Charge bonuses, Hammer of Wrath (X), etc. If the Charge fails, no Surge Move is made.
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@@ -11118,9 +14911,16 @@ The Wrath of Angels – This Advanced Reaction may be made once per battle durin
The Gorgon’s Spite – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy player declares a Charge targeting a friendly unit under the Reactive player’s control that is composed entirely of models with the Legiones Astartes (Iron Hands) special rule. Once the Active player has resolved all Charge rolls for the Charge that triggers this Reaction, whether successful or not, but before any models are moved as part of either a Charge Move or Surge Move, the Reactive player may make a Shooting Attack with the unit that has had a Charge declared against it, targeting the unit that triggered this Reaction, with all weapons making twice their normal number of attacks* but gaining the Gets Hot special rule. A unit that makes a Shooting Attack as part of a Gorgon’s Spite Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapon or special rule that otherwise ignores line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons used as part of a Gorgon’s Spite Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Gorgon’s Spite attack may not take Cover Saves against Wounds inflicted as part of a Gorgon’s Spite Reaction.
*This does not stack with any other rules that increase the number of attacks a model may make, such as Fury of the Legion. Where models making this Reaction have such special rules, they have no effect and are replaced by the effects of the Gorgon’s Spite Reaction.
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@@ -11138,9 +14938,16 @@ The Gorgon’s Spite – This Advanced Reaction may be made once per battle duri
The Savage Tide – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit with the Infantry Unit Type under the Reactive player’s control with the Legiones Astartes (World Eaters) special rule. All models in the Reacting unit gain the Feel No Pain (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction. If the Reacting unit already has a version of the Feel No Pain (X) special rule, then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Feel No Pain (X) special rules available to them. Once the Shooting Attack has been completely resolved, the Reacting unit may make a Charge, following all the normal rules for Charging, targeting the enemy unit that made the Shooting Attack. The enemy unit may not make a Reaction to this Charge.
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@@ -11158,9 +14965,16 @@ The Savage Tide – This Advanced Reaction may be made once per battle during th
Unity of Purpose – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Ultramarines) special rule. Once the Active player has resolved all To Hit rolls, To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may choose to expend one of their Reactions for that Phase to have both the unit targeted by the Shooting Attack and one other unit composed entirely of models with the Legiones Astartes (Ultramarines) special rule make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of a Unity of Purpose Reaction may not make any attacks indirectly (without line of sight) including Barrage weapons or other weapons or special rules that otherwise ignore line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons may only be used as part of a Unity of Purpose Reaction if the target unit is within 8" and must use the Wall of Death special rule instead of firing normally. Both units that make Shooting Attacks as part of this Reaction are considered to have made a Reaction this Phase and as such may not make any further Reactions.
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@@ -11178,9 +14992,16 @@ Unity of Purpose – This Advanced Reaction may be made once per battle during t
Remorseless Advance – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Death Guard) special rule. All models in the unit targeted by the Shooting Attack that triggered this Reaction gain the Feel No Pain (4+) special rule against Hits inflicted by the Shooting Attack and automatically pass any Morale checks or Pinning tests they are called upon to take as a result of the Shooting Attack. Once the Shooting Attack has been entirely resolved, the unit may make a Move in any direction up to 7" and obeying all the normal rules for making a Move.
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@@ -11198,9 +15019,16 @@ Remorseless Advance – This Advanced Reaction may be made once per battle durin
Fortress of the Mind – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a unit under the Reactive player’s control, made up entirely of models with the Legiones Astartes (Thousand Sons) special rule and the Psyker Sub-type. Once the Active player has resolved all To Hit and To Wound rolls, but before any Armour Saves are made, the Reactive player must make a Psychic check. If the Check is passed, the Reacting unit gains a 3+ Invulnerable Save against all Wounds inflicted as part of the Shooting Attack that triggered the Reaction. If the Check is failed then the Reacting unit gains only a 5+ Invulnerable Save and both the attacking unit and the reacting unit suffer Perils of the Warp, removing any casualties immediately before resolving any unsaved Wounds inflicted by the Shooting Attack that triggered this Reaction.
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@@ -11218,9 +15046,16 @@ Fortress of the Mind – This Advanced Reaction may be made once per battle duri
Death Dealers – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Sons of Horus) special rule that is within 12" of the attacking unit. Before the enemy unit resolves any To Hit rolls, the Reacting unit may make a Shooting Attack targeting the unit that triggered this Reaction, increasing its BS by +1 for the duration of the Reaction. A unit that makes a Shooting Attack as part of a Death Dealers Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons may only be used as part of a Death Dealers Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally. Once this Shooting Attack is fully resolved, and all casualties caused by it removed from play, the enemy unit may resolve its own Shooting Attack – though models removed as casualties due to this Reaction may still attack.
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@@ -11238,9 +15073,16 @@ Death Dealers – This Advanced Reaction may be made once per battle during the
Glorious Martyrdom – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Word Bearers) special rule. Once this Reaction has been declared, a single model in the Reacting unit with the Legiones Astartes (Word Bearers) special rule is selected by the Reacting unit’s controlling player – that model is removed as a casualty immediately without any To Hit or To Wound rolls being made by the attacking unit and with no Armour Saves or Damage Mitigation rolls made by the Reactive player. This ends the Shooting Attack, with no further rolls or Tests being made – if any of the weapons in the attacking unit would normally inflict further Hits after causing an unsaved Wound (such as weapons with the Deflagrate special rule) or other effects due to inflicting Hits or Unsaved Wounds (such as weapons with the Blind or Concussive (X) special rules) then these additional Hits or effects are ignored and have no effect. Any attacks made with weapons with the Ordnance or Destroyer types or the Blast or Template special rules ignore the effect of this Reaction and are resolved as normal.
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@@ -11258,9 +15100,16 @@ Glorious Martyrdom – This Advanced Reaction may be made once per battle during
Duty is Sacrifice – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy player declares a Charge targeting a friendly unit under the Reactive player’s control and composed entirely of models with the Legiones Astartes (Salamanders) special rule. If the enemy unit’s Charge is successful, all models with the Infantry Unit Type in the target unit gain a bonus of +1 to their Weapon Skill, Strength and Attacks Characteristics for the duration of that Assault phase. However, once the combat that includes the unit that made this Reaction has been selected, all models involved have made their attacks and any Morale checks required as part of that combat are fully resolved, roll a D6 for each model remaining in the unit that made this Reaction. For each dice that scores a ‘6’ or more, the unit suffers one automatic Wound against which no saves or Damage Mitigation rolls of any kind may be made (as noted, these Wounds are inflicted after the combat has been resolved and as such do not count for determining which side has inflicted more Wounds). If the Charge that triggers Duty is Sacrifice is unsuccessful, all models in the unit for which the Reaction was declared instead gain the Fearless special rule until the end of the controlling player’s next player turn and do not roll to see if any models suffer automatic Wounds.
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@@ -11278,9 +15127,16 @@ Duty is Sacrifice – This Advanced Reaction may be made once per battle during
Fade to Black – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Raven Guard) special rule. Before resolving the Shooting Attack, the unit targeted by the Shooting Attack may make an immediate Move of a number of inches equal to the highest unmodified Initiative Characteristic of any model in the unit, in any direction and gains the Shrouded (4+) special rule for the remainder of the turn. If the Shooting Attack is no longer valid (due to the enemy unit no longer having line of sight to the target unit, for example) then the Active player may not select a different target and no attacks are made or dice rolled for that unit.
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@@ -11289,14 +15145,18 @@ Fade to Black – This Advanced Reaction may be made once per battle during the
• A Saboteur gains the Infiltrate, Scout and False Colours special rules as well as the Skirmish Unit Sub-type. In addition, a Saboteur may never be selected as the army's Warlord and may not join any unit other than Legion Seeker Squads or Headhunter Kill Teams.
• A Saboteur gains melta bombs, breacher charges and shroud bombs at no additional points cost, and may select a Nemesis bolter for +5 points. In addition, a Saboteur may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.
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• Any model with the Legiones Astartes (Alpha Legion) special rule and the Character Unit Sub-type may take a power dagger for +5 points per model.
• Any model with both the Independent Character and the Legiones Astartes (Alpha Legion) special rules may exchange a bolter for a Banestrike bolter or a combi-bolter for a Banestrike combi-bolter for +5 points each. Additionally, any models in a Legion Seeker Squad that has the Legiones Astartes (Alpha Legion) special rule may exchange their Kraken bolters for Banestrike bolters for no additional points cost or any models in a Legion Veteran Squad that has the Legiones Astartes (Alpha Legion) special rule may exchange their bolters for Banestrike bolters for +2 points per model.
• The Alpha Legion gains access to a Legion-Specific Legion Consularis Upgrade in the "Saboteur".
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@@ -11314,9 +15174,17 @@ Fade to Black – This Advanced Reaction may be made once per battle during the
Smoke and Mirrors – This Advanced Reaction may be made once per battle during the Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Alpha Legion) special rule. Before resolving the Shooting Attack, the unit targeted by the Shooting Attack may be redeployed. To redeploy the unit, the controlling player selects one model from the unit making this Reaction and places it anywhere within 12" of its original position and then scatters the model D6" (if the Scatter roll would place the model within Impassable Terrain, a building or fortification, within 1" of any enemy model, or off the edge of the battlefield then the model is moved the shortest distance possible to place it free of all obstacles and within the bounds of the battlefield). Once this model is placed, all other models from the Reacting unit may be placed anywhere within 6" of that model, at least 1" from any enemy model, and in Unit Coherency. Any models that cannot be placed must be removed as casualties. Once the redeployment is complete, the Active player may resolve their Shooting Attack as normal – if the Shooting Attack is no longer valid once this redeployment is complete (due to the enemy unit no longer having line of sight to the target unit, for example) then the Active player may not select a different target and no attacks are made or dice rolled for that unit.
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@@ -11331,13 +15199,19 @@ Smoke and Mirrors – This Advanced Reaction may be made once per battle during
• Any model with the Legiones Astartes (Emperor's Children) special rule and the Character Unit Sub-type may at no additional cost exchange a power weapon for a Phoenix Rapier or Phoenix Power Spear. Both weapons are counted as a "Power" Weapons for those rules that affect such weapon
• The Emperor's Children gain access to a Legion-Specific Legion Consularis Upgrade in the "Phoenix Warden"
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Models with this special rule may not select the Phoenix Warden Consul upgrade (see page 155 of Warhammer: The Horus Heresy – Liber Hereticus). In addition, Phoenix Terminator Squad units with this special rule replace the Living Icons and Phoenix Retinue special rules with the Fallen From Grace special rule
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A Warlord with this special rule may select either The Broken Mirror or Paragon of Excellence Warlord Traits from the Emperor’s Children Warlord Trait list (see page 152 of Warhammer: The Horus Heresy – Liber Hereticus). If one of these Warlord Traits is selected, replace each instance of ‘Legiones Astartes (Emperor’s Children)’ within that Warlord Trait with ‘Legiones Hereticus (Emperor’s Children)
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Twisted Desire – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control that is composed entirely of models with the Legiones Hereticus (Emperor’s Children) special rule that is not Falling Back. The Reacting unit immediately becomes Stupefied (see page 107) and adds 2 to Stupefied rolls made against wounds inflicted as part of the Shooting Attack that triggered this Reaction.
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This reaction may only be made once per battle during the opposing player's Assault phase when any enemy unit that includes any model with the Primarch Unit Type, Unique unit Sub-type, the Master of the Legion special rule, or that has been selected as an army's Warlord, declares a charge targeting a friendly unit under the Reactive player's control that is composed entirely of models with the Legiones Astartes (Blackshields) special rule. If the Charge is successful, then all models in the unit that was Charge gain the Fearless special rule for the duration of that combat, and any model that was Charged that is in base contact or Engaged in a challenge with an enemy model with the Character Unit Sub-type gains +1 Attack, or if that model also has the Unique Unit Sub-type, gains +2 Attacks for the duration of that combat.
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When selecting a Detachment using the Legiones Astartes Army List and the Faction Blackshields, up to two options may be taken from the following list of Oaths - the effects of the chosen Oaths apply to all models selected as part of that Detachment that have the Legiones Astartes (Blackshields) special rule, excluding models with the Unique Unit Sub-type. Unless otherwise noted, no Oath may be selected more than once per Detachment.
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When included in an army as part of a Primary Detachment, models with this special rule are counted as having both Loyalist and Traitor Allegiances by any special rule that targets Allegiance.
However, when included as an Allied Detachment or other non-Primary detachment, models with this special rule are only considered to have the same Allegiance as their primary detachment.
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After all armies have been deployed onto the battlefield but before Scout moves and Infiltrators are placed, the controlling player of a Warlord with this Trait may nominate one area of terrain, Building or Fortification on the battlefield. If the chosen item is an area of terrain that provides a Cover Save, then that Cover Save is removed and the area counts as both Difficult Terrain and Dangerous Terrain instead. If the item chosen is a Building or Fortification then all rolls on the Building Damage table made for that Building or Fortification gain a modifier of +1. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and every model with the Infantry Unit Type in a unit it has joined with the Legiones Astartes (Iron Warriors) special rule may choose to roll an additional dice when making a Shooting Attack with any Rapid Fire, Assault or Heavy weapon that does not have the Blast or Template special rules, but these weapons gain the Gets Hot special rule for that Shooting Attack. If a Warlord and/or unit under the effect of this Trait makes the Bitter Fury Reaction, then a single additional dice is added to the number of attacks made by each model after the effects of Bitter Fury have been applied. In addition, whenever a Warlord with this Trait, and any unit it has joined, is the target of an enemy Shooting Attack it must make either the Return Fire or Bitter Fury Reactions if possible – this Reaction does not cost a point of the Reactive player’s Reaction Allotment, but does not allow that unit to make any further Reactions in that Phase and does not allow the Bitter Fury Reaction to be made more than once per battle. However, a Warlord with this Trait and any unit it has joined may make no other Reaction in any Phase, excepting only the Interceptor Advanced Reaction.
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A Warlord with this Trait gains the Fearless special rule, but may not join any unit that is not entirely compsed of models with the Legiones Astartes (Iron Warriors) special rule. However, the Warlord and all models in any unit it joins must adhere to the following restrictions: during both the controlling player's Shooting phase and the Charge sub-phase, the unit must attempt a Shooting Attack and/or Charge if there is an enemy unit within range, and must target the closest enemy unit possible that is within its line of sight and is a valid target for a Shooting Attack or Charge. If two or more targets are equally close then the controlling player chooses which will be the target of a Shooting Attack or Charge. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Shooting phase as long as the Warlord has not been removed as a casualty.
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When this Warlord or any friendly unit joined by a Warlord with this Trait makes a Shooting attack, the target unit must make a Pinning test if it suffers any unsaved Wounds. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty.
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@@ -11527,12 +15469,18 @@ However, when included as an Allied Detachment or other non-Primary detachment,
When this Warlord, and any unit it has joined, Runs during the Movement phase, it adds the value of the Warlord’s Initiative Characteristic, increased by 1, to the distance moved, rather than the lowest Initiative Characteristic in the unit. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty.
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Any combat with at least one friendly model within 12" of this Warlord, or a combat which includes this Warlord, gains a bonus of +1 to the number of Wounds caused for the purposes of combat resolution. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait gains the Psyker unit Sub-type, but does not gain any Psychic Disciplines, Psychic Weapons or Psychic Powers. However, they may make Psychic checks in order to deploy Bound Daemon units at the start of the mission or to bring Bound Daemon units into play from Reserves (see the Bound Unit Sub-type). In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
When a friendly unit comprised of more than one model and within 12" of a Warlord with this Trait, including the Warlord and any unit it has joined, fails a Morale check, instead of Falling Back it must instead suffer one Wound that cannot be negated by any Armour Saves or Damage Mitigation rolls (this Wound is allocated by the unit’s controlling player). Once this Wound has been resolved, the unit is considered to have passed the Morale check and play continues as normal. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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When any friendly unit within 12" of a Warlord with this Trait, including the Warlord and any unit it has joined, passes a Morale check it gains +1 Weapon Skill until the end of the controlling player’s next turn (this benefit can only be applied once per Game Turn to any single unit). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait and all models in a unit the Warlord has joined that have the Legiones Astartes (Emperor’s Children) special rule gain a bonus of +1 to all To Hit rolls made while locked in combat with an enemy unit that has any version of the Legiones Astartes (X) special rule and the Traitor Allegiance. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait, and all models in any unit he joins, gains the Stubborn special rule. Furthermore, if the Warlord is removed as a casualty, all models in any friendly unit composed entirely of models with the Legiones Astartes (White Scars) special rule, from which one or more models can draw a line of sight to the Warlord at the point when he is removed as a casualty, gain the Fearless special rule for the remainder of the battle. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord and all models in the same army with the Legiones Astartes (White Scars) special rule and the Cavalry Unit Type ignore all the effects of Difficult Terrain and gain a 4+ Invulnerable Save against all Wounds inflicted by failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
If an army whose Warlord has this Trait includes an Allied Detachment with the Legiones Astartes (Sons of Horus) special rule, the Warlord and any unit he joins automatically pass any Morale checks or Pinning tests they are called upon to make without any dice being rolled as long as at least one friendly unit with the Legiones Astartes (Sons of Horus) special rule can draw line of sight to the Warlord or his unit. In addition, the Warlord, and any unit he has joined, may make the Death Dealers Reaction (this Advanced Reaction is detailed in Liber Hereticus) without expending a point from the controlling player’s Reaction Allotment and counting all models in that unit that have the Legiones Astartes (White Scars) special rule as though they also had the Legiones Astartes (Sons of Horus) special rule (though they gain none of the benefits of that special rule) – this Advanced Reaction may still only be used once per battle.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
A Warlord with this Trait, and all models in any friendly unit that Warlord joins, gains the Preferred Enemy (Loyalist) special rule. In addition, once per battle, while the controlling player is the Reactive Player, the Warlord and any unit the Warlord has joined may make a single Reaction without expending a point from the army’s Reaction Allotment – this can allow the Warlord and his unit to make more than one Reaction in the same Phase, but that unit may not make the same Reaction twice.
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@@ -11785,19 +15824,27 @@ A Warlord with this Trait, and all models in any friendly unit that Warlord join
A Warlord with this Trait and all models in any unit he has joined are never affected by any special rule or effect that lowers a Characteristic – including the Fear (X) and Rad-phage special rules and due to losing an assault where the enemy has inflicted more Wounds. In addition, an army whose Warlord has this Trait may not make Reactions during the Movement phase, but may make an additional Reaction in either one of the opposing player’s Shooting or Assault phases (but not both). If the Warlord is removed as a casualty then this additional Reaction is lost, but the army may make Reactions in the Movement phase as normal in any appropriate Phases after the Warlord has been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait, and all models in any unit he joins, gain the Fear (1) special rule and should the Warlord be reduced to 0 Wounds, the controlling player may choose to inflict D6 automatic Hits upon the unit whose attacks caused the final Wound, with these Hits allocated as per the standard rules. Each Hit is resolved using the profile of either any one of the Warlord’s ranged weapons if he lost his last Wound to a Shooting Attack, or using the profile of any one of the Warlord’s melee weapons if he lost his last Wound as part of an Assault, with all Hits resolved using the same profile (if the Wound is lost to neither a Shooting Attack nor a Melee Attack then this rule has no effect and no Hits are inflicted). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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@@ -11836,7 +15896,9 @@ A Warlord with this Trait, and all models in any unit he joins, gain the Fear (1
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait and all models in any friendly unit that Warlord joins gain +1 to their Weapon Skill Characteristic when locked in combat with one or more enemy units that have the Traitor Allegiance. In addition, an army whose Warlord has this Trait may make one additional Reaction per turn in any one of the opposing player’s Phases, as long as the Warlord has not been removed as a casualty. This additional Reaction may only be made by the Warlord’s unit and does not allow any unit to make more than one Reaction per Phase.
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@@ -11864,12 +15933,18 @@ A Warlord with this Trait and all models in any friendly unit that Warlord joins
When within 6" of an objective, or within their own Deployment Zone, a Warlord with this Trait, and all models in any friendly unit that Warlord joins, automatically pass any Morale checks or Pinning tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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@@ -11880,21 +15955,33 @@ A Warlord with this Trait and all models in any friendly unit that Warlord joins
This Warlord, and all models with the Legiones Astartes (Imperial Fists) special rule in any unit he joins, may re-roll failed To Hit rolls of ‘1’ as long as that unit is entirely within an area of Terrain that grants a Cover Save or Embarked within a Fortification. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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@@ -11911,12 +15998,18 @@ A Warlord with this Trait and all models in any friendly unit that Warlord joins
Once per battle, the controlling player of a Warlord with this Trait may declare the use of this Trait at the start of their player turn. For the duration of that player turn only, all friendly models with the Legiones Astartes (Space Wolves) special rule gain a bonus of +1 Strength if the unit they are part of has successfully Charged an enemy unit. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase so long as the Warlord has not been removed as a casualty.
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@@ -11927,12 +16020,18 @@ A Warlord with this Trait and all models in any friendly unit that Warlord joins
A Warlord with this Trait gains an additional Wound at the end of any Assault phase in which he inflicts at least one unsaved Wound on an enemy model. This can not increase the Warlord’s Wounds Characteristic above his starting value (including any bonuses from Wargear items like Æther-rune armour), but if this effect is triggered while the Warlord has his maximum possible number of Wounds then he instead gains +1 Attacks and Strength until the end of the controlling player’s next turn. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Assault phase so long as the Warlord has not been removed as a casualty.
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@@ -11943,21 +16042,33 @@ A Warlord with this Trait and all models in any friendly unit that Warlord joins
The Warlord and all models in any unit he has joined gain the Preferred Enemy (Independent Characters) special rule. Those models also gain the Feel No Pain (5+) special rule when locked in combat with one or more enemy models with the Independent Character special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase so long as the Warlord has not been removed as a casualty.
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• Ravenwing, Firewing – Movement phase
This additional Reaction may only be made as long as the Warlord has not been removed as a casualty
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
A Warlord with this Trait gains a bonus Wound whenever a melee attack it has made causes an enemy model to be removed as a casualty (this may raise the model’s Wounds score above its starting value, but no higher than 6 Wounds). In addition, a Warlord with this Trait, and any unit it has joined, must declare a Charge in any of the Controlling player’s Assault phases where there is an enemy unit within 12" and line of sight of the Warlord or its unit, and must always target the closest enemy unit if possible. Furthermore, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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Any model that does not have the Legiones Astartes (World Eaters) special rule must reduce its Leadership by -2 while locked in combat with this Warlord or any unit that includes this Warlord. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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When a Warlord with this Trait, and all models with the Legiones Astartes (World Eaters) special rule in a unit that it has joined, gain a bonus attack from the Violence Incarnate clause of the Legiones Astartes (World Eaters) special rule they also gain +1 Strength for the remainder of that turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
Any enemy unit with at least one model within 12" of a Warlord with this Trait must reduce the Leadership of all models in that unit by -2 whenever making a Leadership test, a Morale check, or attempting to Regroup – unless that unit also includes at least one model with the Independent Character special rule or the Primarch Unit Type. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait gains +1 to his Toughness and Weapon Skill when locked in combat with any unit that includes at least one model with the Psyker Sub-type. All friendly units composed entirely of models with the Legiones Astartes (Death Guard) special rule, and with at least one model within 12" of the Warlord gain a 6+ Invulnerable Save against any Hits inflicted by a Psychic Weapon, Psychic Power or Perils of the Warp. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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Any Hits with the Rending (X), Murderous Strike (X), Poisoned (X) or Fleshbane special rule allocated to a Warlord with this Trait, or any model with the Legiones Astartes (Death Guard) special rule in a unit he joins, only gain the benefit of those special rules on a D6 roll of a 6 instead of the value listed as part of that special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
In any Phase in which one or more Wounds has been allocated to a Warlord with this Trait, whether saved or unsaved, the Warlord gains the It Will Not Die (4+) and Fearless special rules until the end of the Warlord’s controlling player’s next turn. In addition, an army whose Warlord has this Trait may, once in each of the opposing player’s turns, make a single Reaction without spending a point of the controlling player’s Reaction Allotment, as long as the Reaction is made by the Warlord or a unit the Warlord has joined.
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Any friendly unit made up entirely of models with the Legiones Astartes (Ultramarines) special rule that can draw a line of sight to a Warlord with this Warlord Trait, may, when called upon to Regroup, use the Warlord’s Leadership Characteristic for that test, and if successful the unit may make Shooting Attacks and declare Charges as normal, ignoring the normal restrictions for units that have Regrouped in the same turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
Once per battle, a Warlord with this Warlord Trait may, at the start of any one Phase in either players’ turn, choose to use his Leadership Characteristic in place of his Toughness when resolving any To Wound rolls made against it until the end of that Phase (thus, a Warlord with Leadership 10 that chooses to activate this Trait at the start of the enemy player’s Shooting phase would treat his Toughness as if it was 10 until the end of that Phase). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait gains the Fear (1) special rule when the enemy army has the Traitor Allegiance. Whenever a Warlord with this Trait is on the winning side of a combat in which the Warlord was Engaged and that includes at least one enemy model with the Traitor Allegiance, he increases the value of his Fear special rule by one point at the end of the Assault phase in which the combat is won, to a maximum of Fear (4). For example, if a Warlord with this Trait and the Fear (1) special rule is locked in combat with an enemy unit with the Traitor Allegiance and wins the resulting combat, his Fear special rule would become Fear (2) at the end of that Assault phase. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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Any friendly unit made up entirely of models with the Legiones Astartes (Blood Angels) special rule that can draw a line of sight to a Warlord with this Trait, to any model in a unit this Warlord has joined, or to any model that is Engaged in a combat which this Warlord is part of, gains a bonus of +1 to their Leadership Characteristic, to a maximum of 10. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
If, at the start of the controlling player’s Charge sub-phase, there are any enemy units with at least one model within 12" of a Warlord with this Trait, or any model in a unit this Warlord has joined, and the Warlord and any unit he has joined are eligible to make a Charge, then the controlling player must declare a Charge for the Warlord and any unit he has joined targeting that enemy unit. If there is more than one potential target then the Warlord’s controlling player may select any of those units to be the target of the Charge. Whenever this Warlord and any unit he has joined make a successful Charge that is not Disordered, the Warlord and all other models in a unit the Warlord has joined gain +2 attacks, instead of the standard +1 attack granted for Charging. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait and any unit he has joined gains a bonus of +1 to all To Hit rolls made when targeting enemy units that include one or more models with the Independent Character special rule and Loyalist Allegiance. Furthermore, if the army that includes a Warlord with this Trait also includes a Detachment with the Legiones Astartes (Sons of Horus) faction, the Warlord and any unit it joins gains the Fearless special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the Shooting phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait gains the Fear (1) special rule, and each time that Warlord is part of a combat that results in all enemy units being destroyed, by having all their models removed as casualties or as part of a Sweeping Advance, or that is part of a Challenge in which the enemy combatant is removed as a casualty, it increases the value of that special rule by +1 (up to a maximum of Fear (3)). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait and all models that are part of a unit he joins gain the Counter-attack (1) special rule and ignore all penalties to their Movement and Charge rolls due to Terrain and may re-roll all failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
This Warlord increases his Attacks and Strength Characteristics by +1 when Engaged in a Challenge, and by +2 when Engaged in a Challenge with the enemy Warlord. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
When in base to base contact with an enemy Infantry or Cavalry model whose Weapon Skill, Strength or Initiative is higher than this Warlord’s, a Warlord with this Trait increases their Weapon Skill, Strength and/or Initiative to match those of the enemy model with the highest value in that Characteristic that it is in base contact with. In addition, an army whose Warlord has this Trait may, once per battle, make a single Reaction without spending a point of the controlling player’s Reaction Allotment, as long as the Reaction is made by the Warlord or a unit the Warlord has joined.
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While a Warlord with this Trait is in Reserves, the controlling player may choose to re-roll all failed Reserves rolls and when deployed to the battlefield the Warlord and all models in any unit he has joined gain the Fleet (2) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in any unit he has joined, gain a bonus of +1 to their Strength Characteristic when locked in combat with any enemy unit that includes one or more models with any variant of the Fear special rule. Furthermore, this Warlord and any models in a unit he has joined composed entirely of models with the Legiones Astartes (Salamanders) special rule gain the Hatred (Traitors) special rule while the Warlord is part of the unit. An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in a unit he has joined with the Legiones Astartes (Salamanders) special rule, gains a bonus of +1 for all To Wound rolls or Armour Penetration rolls made for Flame or Volkite weapons that are used by those units to make Shooting Attacks. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in any friendly unit composed entirely of models with the Legiones Astartes (Salamanders) special rule that is part of the same Detachment, gains a bonus of +1 to their Leadership Characteristic when making Pinning Tests (to a maximum of 11) and reduce the effects of the Fear special rule by 1 (note that this means the Fear(1) special rule has no effect on models granted this benefit, and negative modifiers conferred by other variants of the Fear special rule are reduced in effect by 1). An army whose Warlord has this trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this trait may make an additional Reaction during the opposing player's Shooting phase as long as the Warlord has not been removed as a causalty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance and the Corrupted Unit Sub-type.
A Warlord with this Trait modifies his Strength and Toughness by a value determined by the current Game Turn: +1 on Game Turns 1, 2 & 3 , no modifier on turns 4 & 5, and -1 on Game Turns 6+. When targeted by any weapon or special rule that targets the Daemon Unit Type, this Warlord is counted as though it had that Unit Type. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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Any units that include at least one model with the Legiones Astartes (Word Bearers) special rule and have at least one model within 6" of a Warlord with this Trait (including the Warlord himself and any unit he has joined) automatically pass the first failed Morale check or Pinning test they are called upon to make each turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and any unit he has joined, gain a bonus of +1 Attack when locked in combat with an enemy unit that includes at least one model with the Independent Character special rule, a Legion vexilla or a Legion standard. When making a Shooting Attack or Melee Attack targeting a Fortification, Building or other Terrain piece with a Toughness Characteristic, they gain a bonus of +2 to their Strength or the Strength of any weapons used. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
The controlling player of a Warlord with this Trait may choose to roll a D6 at the start of each of that player’s turns. On the roll of a 2-5, the Warlord’s Strength and Toughness Characteristics are increased by +1 until the start of the controlling player’s next turn, and on the roll of a 6 the Warlord may also regain a single Wound (this may not take that model’s Wound score above its starting amount). However, on the roll of a 1 the Warlord suffers a single Wound instead which cannot be negated by any Saving Throw (including Invulnerable Saves) or Damage Mitigation roll (but can be regained as normal, either by this Trait or another special rule that restores Wounds). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait may only join a unit composed entirely of models with both the Legiones Astartes (Sons of Horus) special rule and the Loyalist Allegiance. Both the Warlord and any unit it joins gain +1 Attack on any turn in which they successfully Charge, or are successfully charged by, an enemy unit that includes any models with both the Legiones Astartes (X) special rule and the Traitor Allegiance. These increases are in addition to any other bonuses granted by other special rules. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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The first time in any battle when a Warlord with this Trait is reduced to 0 Wounds for any reason, the controlling player must immediately make a Leadership test for that model. If the Test is failed then the Warlord is removed as a casualty as normal, but if the Test is passed then the Warlord is not removed as a casualty, remains in play and regains D3 Wounds. This has no effect against attacks or rules which remove the model as a casualty without inflicting Wounds or against attacks with the Instant Death special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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When a Warlord with this Trait fails a Psychic check and suffers Perils of the Warp , neither the Warlord nor any models in a unit it has joined suffer any Wounds. Instead, select one enemy unit that either has at least one model w ithin 6" of the Warlord with this Trait, or is locked in combat with the Warlord with this Trait. The selected enemy unit suffers D3 Wounds against which only Invulnerable Saves may be made and no Damage Mitigation rolls may be made, if there is no valid enemy unit within 6" then resolve Perils of the Warp against the Warlord’s unit as normal. Wounds inflicted in this manner during the Assault phase do not count for resolving the winner of a combat and never cause Morale checks or Pinning tests. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait , and any model with the Legiones Astartes (Thousand Sons) special rule in a unit it joins that makes a Psychic check (such as when using the Force or Psychic Focus special rules) may roll an additional dice and discard the highest rolled dice before determining the result of the Check. In addition, whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait may not use Psychic Powers or Psychic Weapons and gains the Adamantium Will (3+) special rule. When another model, friendly or enemy, makes a psychic check within 12” of the Warlord , the controlling player must roll a D6. On the score of a '1', there is no effect, and on the score of a ‘2’ or higher the Warlord gains the Rage (2) special rule for the remainder of the battle. If this Trait would grant the Warlord the Rage (2) special rule a further time then it instead increases the value of the Rage special rule by +1 (from Rage (2) to Rage (3) and so on) up to a maximum of Rage (4 ). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected for a model with the Loyalist Allegiance.
An army whose Warlord has this Trait counts any Allied Detachment that has any version of the Legiones Astartes (X) special rule as though it had the Fellow Warriors level of Alliance, regardless of the variant of the Legiones Astartes (X) special rule it has. Units from this Allied Detachment that are removed as casualties do not score Victory points for the opposing player, regardless of the Mission Objectives in play, and if all models that were part of the Allied Detachment have been removed as casualties at the end of the battle, the controlling player gains +1 Victory point. No unit in the Allied Detachment may make Reactions of any kind, but the first unit in the Primary Detachment to make a Reaction each turn does not use up a point of the controlling player’s Reaction Allotment when making that Reaction.
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An army whose Warlord has this Trait, may, at the start of the battle once all players have deployed all of their units onto the battlefield (including Infiltrators and Scouts) and any rolls to Seize the Initiative have been made, select up to three units that are under their control. The selected units may be redeployed as the controlling player wishes, within the constraints of the mission being played – they may be placed into Reserves, but may not be brought out of Reserves and onto the battlefield or assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, must select any one variant of the Legiones Astartes (X) special rule other than Legiones Astartes (Alpha Legion) at the start of the battle, before any models are deployed. The Warlord and any unit he has joined gain a bonus of +1 to all To Hit rolls made against models with the chosen variant of the Legiones Astartes (X) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the Shooting phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait and any friendly unit with at least one model within 6" that is Pinned may still move and declare Charges, but is limited to only firing Snap Shots until it is no longer Pinned. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty
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If, at no point during this Warlord’s controlling player’s turn as the Active player, a Warlord with this Trait has neither made a Shooting Attack or been locked in combat then they gain an additional Reaction in each Phase of the following turn as the Reactive player. In addition, a Warlord with this Trait and any unit it has joined gains +1 WS and +1 BS when making attacks as part of any Reaction and +3 Initiative or +3 Movement when making a move as part of any Reaction.
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On the second turn of each combat a Warlord with this Trait is engaged in, and each turn it is locked in the same combat after that, it gains a bonus of +1 to its WS and +1 Strength (to a maximum of 10). Once a given combat has ended and the Warlord is no longer locked in combat, the Warlord’s WS and Strength Characteristics are reset to the original values. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Warlord Trait gains the Master of the Legion special rule and a 5+ Invulnerable Save and increases its BS by +1, but may not select a Command Squad or any other unit that uses a variant of the Retinue special rule.
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• No unit in a Detachment using this Rite of War that includes any models with the Heavy Sub-type may be deployed onto the battlefield during deployment, and must instead be placed into Reserves.
• A Detachment using this Rite of War may not select any Fortification choices.
• All Compulsory Troops choices in a Detachment using this Rite of War must be Legion Reconnaissance Squads or Legion Scout Squads.
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• A Detachment using this Rite of War may not select any Fortification choices.
^Manually check restrictions and limitations
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• A Detachment using this Rite of War may not include any models with the Dreadnought Unit Type.
• An Allied Detachment may not use this Rite of War.
• A Detachment using this Rite of War may not select any Fortification choices.
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• Any models selected as part of a Detachment that do not have a Legion Drop Pod, Legion Dreadnought Drop Pod or Legion Dreadclaw Drop Pod as a Dedicated Transport, or are Embarked on a Legion Kharybdis Assault Claw, must be placed into Reserve and cannot take part in any alternative deployments (such as Deep Strike Assaults or Flanking Assaults).
^Manually check restrictions and limitations)
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• An Allied Detachment may not use this Rite of War.
• An army using this Rite of War may not select any Fortification choices.
• An army using this Rite of War may not include more non-Infantry units than it does Infantry units.
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• Any models selected as part of a Detachment using this Rite of War that are not Legion Termite Assault Drills, or Embarked on a Legion Termite Assault Drill, may not be placed into Reserve and cannot take part in any alternative deployments (such as Deep Strike Assaults or Flanking Assaults).
^Manually check Limitations on deployment)
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• This Rite of War may only be selected for an army’s Primary Detachment.
^Manually check limitations on Deployment
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• At least one model with a cortex controller must be included in the Detachment for every three models with the Automata Unit Type in the Detachment.
• No models or units in the Detachment may be given the Paragon of Metal special rule (see Liber Mechanicum).
• A model with the Forge Lord Legiones Consularis upgrade must be taken as the Compulsory HQ choice for an army using this Rite of War (but need not be chosen as the army Warlord). Note that this will preclude certain other characters from being included in the Detachment, and means in most cases that both a Legion Praetor and a Legion Forge Lord must be taken.
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• A Detachment using this Rite of War may not select a Lords of War Detachment.
• This Rite of War may only be selected for an army’s Primary Detachment.
• An army whose Primary Detachment is using this Rite of War may not roll to Seize the Initiative.
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• All units selected as Troops choices, Legion Predator Squadrons and Legion Kratos Squadrons in a Detachment using this Rite of War must have the Ironwing Unit Sub-type.
• No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Flanking Assault or Subterranean Assault.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Ironwing Unit Sub-type or be Lion El’Jonson.
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• All units selected as Troops choices, Legion Destroyer Assault Squads and Legion Mortalis Destroyer Squads in a Detachment using this Rite of War must have the Dreadwing Unit Sub-type.
• If, at the end of the battle, there are enemy units in the opposing player’s Deployment Zone that are not Pinned or Falling Back, the opposing player gains +D3 Victory points.
• Detachments using this Rite of War may not take Fortification choices.
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• No Legion Tactical Squad or Legion Despoiler Squad selected in a Detachment using this Rite of War may take a Dedicated Transport.
• No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Flanking Assault or Subterranean Assault.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Stormwing Unit Sub-type or be Lion El’Jonson.
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• After deployment has been completed, the controlling player must place a single additional Objective at the centre of the battlefield or as close as possible. At the end of the battle, if the controlling player does not control this Objective the opposing player gains +1 Victory point, or +D3 Victory points if the opposing player controls it instead.
• All Legion Tartaros Terminator Squads, Legion Cataphractii Terminator Squads and Legion Veteran Squads in a Detachment using this Rite of War must have the Deathwing Unit Sub-type.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Deathwing Unit Sub-type or be Lion El’Jonson.
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• A Detachment using this Rite of War may only include a single Heavy Support choice.
• All units selected as Troops and Fast Attack choices in a Detachment using this Rite of War must have the Ravenwing Unit Sub-type.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Ravenwing Unit Sub-type or be Lion El’Jonson.
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• All units selected as Troops choices in a Detachment using this Rite of War must have the Firewing Unit Subtype.
• At the end of the battle, the opposing player scores +3 Victory points for each Priority Target unit that has at least one model on the battlefield and is neither Pinned or Falling Back.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Firewing Unit Sub-type or be Lion El’Jonson.
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• A Detachment using this Rite of War may not include any Heavy Support or Fortification choices, unless those choices are entirely composed of models with the Flyer Sub-type.
^Manually check limitations on Deployment
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• This Rite of War may only be taken by an Allied Detachment with the Legiones Astartes (Space Wolves) Faction, and may never be taken for a Primary Detachment.
• A Detachment with this Rite of War may not include any models with the Vehicle or Primarch Unit Type.
• This Rite of War may only be used by an army that has the Loyalist Allegiance.
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Limitations
• An army in which any Detachments are using this Rite of War may not choose to place any units into Reserve and as such is unable to perform a Deep Strike Assault, Subterranean Assault or a Flanking Assault.
• A Detachment using this Rite of War may not include any Heavy Support that are not composed entirely of models with the Infantry Unit Type, or any Fortification or Primarch choices regardless of Unit Type.
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Limitations
• Detachments using this Rite of War may only include a single Heavy Support choice.
• At least one unit from a Detachment using this Rite of War must be assigned to a Flanking Assault.
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- Gain the Fleet (2) and Furious Charge (1) special rules. - Gain the Stubborn special rule, or if they already had the Stubborn special rule or another special rule that allows them to ignore modifiers to Leadership, gains the Fearless special rule instead.
Limitations
• During the turn in which the controlling player has declared the Bloody Claw, all units that include one or more models with the Legiones Astartes (Space Wolves) special rule in this Detachment capable of Charging must always attempt to Charge an enemy unit in the Assault phase if there are any eligible targets in range and line of sight. If multiple eligible targets are available, the controlling player may choose which to declare a Charge against.
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• All models in a unit composed entirely of models with the Infantry Unit Type and the Legiones Astartes (Imperial Fists) special rule in a Detachment using this
Rite of War may be given the Deep Strike special rule for +30 points per unit.
• All models in a unit composed entirely of models with the Infantry Unit Type upgraded to have the Deep Strike rule in a Detachment using this Rite of War gain the Shrouded (5+) special rule when deployed onto the battlefield as part of a Deep Strike Assault. This effect lasts until the beginning of the controlling player’s next player turn.
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• A Detachment using this Rite of War must select Templar Brethren to fill all Compulsory Troops choices in the Detachment.
• This Rite of War may only be taken for a Detachment in an army with the Loyalist Allegiance and all Detachments in an army that includes a Detachment with this Rite of War must have a variant of the Legiones Astartes (X) special rule.
• Detachments using this Rite of War cannot take more Elites and Fast Attack choices in total than they have Troops choices in the Detachment. So, for example, a Detachment with three Troops choices could take three choices made up of Fast Attack, Elites, or a combination of the two.
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• All units that are made up entirely of models with the Deep Strike special rule in a Detachment using this Rite of War must be assigned to a Deep Strike Assault.
• A Detachment using this Rite of War may not take any Fortification choices or any model with a Movement Characteristic of 0 or ‘-’, or that is otherwise unable to move, unless that model also has the Orbital Assault Vehicle special rule.
• A Detachment using this Rite of War may not include any models with the Subterranean Assault special rule.
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• In any combat that includes one or more models with the Character Sub-type from a Detachment using this Rite of War, the controlling player must issue or accept Challenges in combat where applicable. The controlling player chooses which of their Characters issues or accepts Challenges where there is more than one eligible model in a given combat.
• Any units made up entirely of models with the Infantry or Cavalry Unit Type and the Legiones Astartes (Blood Angels) special rule which are a part of a Detachment using this Rite of War and that have been reduced to 50% or less of its starting number of models must declare a Charge at the closest enemy unit if they are capable of making a Charge (i.e., not Pinned, Falling Back or otherwise restricted from Charging) at the beginning of the Charge sub-phase, as long as the target unit is no more than 12" away from a model in the Charging unit. If there are no enemy units with at least one model within 12" then no Charge need be declared.
• No units from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault, and may not be placed in Reserves at the beginning of the battle (although models may enter Reserves after play has begun).
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Limitations
• This Rite of War may only be used by an army that has the Loyalist Allegiance.
• An army with any Detachment using this Rite of War may not include Ferrus Manus.
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Limitations
• A Detachment using this Rite of War may only select a single Fast Attack choice.
• An army in which any Detachment is using this Rite of War may not attempt to Seize the Initiative.
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- Hold Fast: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Leadership (if applicable) by +1 and may re-roll all failed To Hit rolls during a Shooting Attack, but may not Move or Run in the Movement phase.
- Retribution Strike: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Weapon Skill Characteristic by +1 and gain an additional bonus of +1 to any Charge rolls they make, but must reduce their Ballistic Skill Characteristic by -1.
- Regroup: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule may re-roll failed Leadership tests made to regroup while Falling Back and any failed Reserves rolls.
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@@ -13851,12 +18641,18 @@ Limitations
• Detachments using this Rite of War may not make a Deep Strike Assault (and units which must deploy by this method, or any other deployment method which requires the Deep Strike special rule, therefore cannot be chosen as part of the Detachment – however, units from a Detachment using this Rite of War may be assigned to a Subterranean Assault or Flanking Assault as normal).
• A Detachment using this Rite of War may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade.
• A Detachment using this Rite of War must include a Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Legion Champion Consul upgrade.
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• A Detachment using this Rite of War may include no more than one unit composed of models with the Cavalry Unit Type (this does not include Legion Apothecarion Detachments or Legion Techmarine Covenants that include models upgraded to have the Cavalry Unit Type), and may not include any models with Legion Warhawk jump packs.
• A Detachment using this Rite of War must include at least one Legion Centurion with the Chaplain Consul upgrade.
• An army in which a Detachment is using this Rite of War may not include Vulkan.
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Limitations
• A Detachment using this Rite of War may only include a single Heavy Support choice.
• A Detachment using this Rite of War may not take Fortification choices.
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• A Detachment using this Rite of War must have the Loyalist Allegiance.
• This Rite of War may only be selected for a Primary Detachment.
• An army whose Primary Detachment is using this Rite of War must include an Allied Detachment that is selected from the Solar Auxillia or Imperialis Militia army lists that includes at least four units.
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• Detachments using this Rite of War may not include models with a Movement Characteristic of 0 or any models with the Slow or Bombard Unit Sub-type.
• No more than half of the total number of units in a Detachment using this Rite of War may be assigned to a Flanking Assault, Subterranean Assault or otherwise held in Reserve at the start of the battle.
• Detachments using this Rite of War must take a Legion Centurion, Legion Cataphractii Centurion, or Legion Tartaros Centurion with the Legion Champion or Phoenix Warden Consul upgrade as a HQ choice.
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Limitations
• This Rite of War may only be used by a Detachment with the Traitor Allegiance.
• All models with the Character Unit Sub-type in a Detachment using this Rite of War must have a Surgical Augment (either bought as part of an upgrade to the unit, using the rules for this Rite of War, or bought separately using the rules presented in The Armoury of the Emperor’s Children).
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Limitations
• A Detachment using this Rite of War must include a model with the Warsmith upgrade as one of its Compulsory HQ choices, or it must include Perturabo as a Primarch choice.
• No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault.
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A model with this special rule may add one to the number of shots fired when making a Shooting Attack with a shrapnel bolter or shrapnel pistol (but not with shrapnel cannon or Gravis shrapnel cannon or any other ‘Bolt’ weapon).
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• A Detachment using this Rite of War may not assign any units to a Deep Strike Assault, Subterranean Assault or Flanking Assault.
• A Detachment using this Rite of War must include more squadrons of Legion Arquitor, Legion Basilisks or Legion Medusa than it does units that include any models with the Cavalry Unit Type.
• A Detachment with this Rite of War must include a model with the Legiones Consularis special rule that has the Siege Breaker upgrade.
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• This Rite of War may only be selected for a Primary Detachment.
• Detachments using this Rite of War may only take a single Heavy Support choice as part of their Force Organisation chart.
• An army whose Primary Detachment has this Rite of War may not include any Lords of War choices or models with the Super-heavy Sub-type.
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• This Rite of War may only be selected for a Primary Detachment.
• A Detachment using this Rite of War may not take any model whose rules state that it must be the army’s Warlord, including, but not limited to, the Legion’s Primarch.
• A Detachment using this Rite of War may not take any units that include one or more models with the Heavy, Bombard, Slow, Super-heavy or Artillery Unit Sub-types.
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Limitations
• Detachments using this Rite of War must include more units composed entirely of models with the Infantry Unit Type than the total number of units that include one or more models with any other Unit Type combined.
• A Detachment using this Rite of War may include only a single Heavy Support choice.
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Limitations
• All units in a Detachment using this Rite of War must declare a Charge in any of the controlling player’s Assault phases where there is at least one model from any enemy unit within 12" and line of sight of a unit selected as part of a Detachment using this Rite of War, and must always target the closest enemy unit if possible. This Charge may not initiate a Multiple Combat.
• An army that includes a Detachment using this Rite of War may not also include an Allied Detachment.
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Limitations
• Models taken as part of a Detachment using this Rite of War may not make Run moves or make any Reaction that allows them to make a Move, with the exception of the Remorseless Advance Reaction.
• No unit in a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault (and units which must deploy by this method therefore cannot be chosen as part of the Detachment).
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Limitations
• This Rite of War may only be used by a Detachment with the Traitor Allegiance.
• The army using this Rite of War must include a Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Siege Breaker Legion Consul upgrade.
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• Any Castellax-Achea Automata units selected as Troops choices must include more than one model.
• A Detachment using this Rite of War must include at least one Legion Techmarine Covenant.
• A Detachment using this Rite of War must include at least one model with the Legiones Consularis special rule that has selected the Legion Praevian upgrade.
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Limitations
• A Detachment using this Rite of War must include either Magnus the Red, Ahzek Ahriman or a Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor upgraded to have a Psychic Discipline.
• This Rite of War may not be used by an Allied Detachment.
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Limitations
• A Detachment with this Rite of War must be of the Traitor Allegiance.
• A Detachment with this Rite of War may not include any models with the Heavy Unit Sub-type, unless they enter play from Reserves or begin the battle Embarked upon a model with the Transport Sub-type.
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Limitations
• Detachments using this Rite of War must take a Legion Centurion with the Master of Signal upgrade as a HQ choice, in addition to the Legion Praetor or other characters whose presence allows for the use of a Rite of War.
• A Detachment using this Rite of War must include more Fast Attack choices than Heavy Support choices.
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• An army whose Primary Detachment is using this Rite of War may not take an Allied Detachment.
• This Rite of War may not be used by an Allied Detachment.
• An army that includes a Detachment using this Rite of War must have the Traitor Allegiance.
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Limitations
• Any one unit from the Detachment using this Rite of War must inflict at least one unsaved Wound or Hull Point of damage on the Sacrifice unit in each of their turns or one of the units in the Detachment using this Rite of War, selected at random, suffers Perils of the Warp.
• An army that includes a Detachment using this Rite of War must have the Traitor Allegiance.
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Limitations
• All units selected as part of a Detachment using this Rite of War by means of the Rewards of Treachery special rule must be deployed on the battlefield at the start of the first turn, they may not be placed in Reserves or assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault or any other deployment option that requires them to start in Reserves.
• A Detachment using this Rite War must include a number of units selected without the use of the Rewards of Treachery special rule equal to or greater than the number of units selected using the Rewards of Treachery special rule. These units must begin the battle in Reserves, or assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault or other deployment option that requires them to start in Reserves.
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Limitations
• All models with the Vehicle Unit Type in a Detachment using this Rite of War must begin play in Reserves.
• A Detachment using this Rite of War must include more Fast Attack choices than Heavy Support choices.
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• A Detachment using this Rite of War must select Phalanx Warder Squads to fill all Compulsory Troops choices in the Detachment.
• A Detachment using this Rite of War may not deploy models using the Deep Strike special rule or otherwise as part of a Deep Strike Assault, Subterranean Assault or Flanking Assault (and units which must deploy by these methods therefore cannot be chosen as part of the Detachment).
• A Detachment using this Rite of War cannot take more Elites and Fast Attack choices in total than they have Troops choices in the Detachment. So, for example, a Detachment with three Troops choices could take three choices made up of Fast Attack, Elites, or a combination of the two.
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Limitations
Fulgrim Transfigured must be included in a Detachment using this Corrupted Rite of War.
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While Fulgrim Transfigured is on the battlefield, models with this special rule gain the Preferred Enemy (Everything) special rule.
@@ -14548,14 +19577,23 @@ Fulgrim Transfigured must be included in a Detachment using this Corrupted Rite
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Until Fulgrim Transfigured is placed on the battlefield in this manner, all models in a Detachment he is part of have the Stubborn special rule.
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All eligible units and models receive +1 to their Leadership Characteristic (to a maximum of 9). Imperialis Militia Levy Squads in a Detachment with this Provenance gain the Support Squad special rule and all Imperialis Militia Grenadier Squads in a Detachment with this Provenance lose the Support Squad special rule.
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All Imperialis Militia Grenadier Squad, Imperialis Militia Command Cadres, and Discipline Masters in a Detachment with this Provenance increase their Ballistic Skill by +1 (to a maximum of 4). A Force Commander in a Detachment with this Provenance increases its Initiative to 5.
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A Detachment with this Provenance may choose to fill Compulsory Troops choices only with Imperialis Militia Cavalry Squads, with all models in Imperialis Militia Cavalry Squads selected as Compulsory Troops choices gaining a bonus of +1 to their Leadership Characteristic (this does not allow Imperialis Militia Cavalry Squads to be selected as non-Compulsory Troops choices). In addition, a Detachment with this Provenance may include four additional Fast Attack choices – but these additional choices may only be used to select Imperialis Militia Cavalry Squads.
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@@ -14688,44 +19774,64 @@ D6 Effect
6 All eligible models in the unit with the Infantry or Cavalry Unit Types gain one of the following special rules, selected by the controlling player, for the duration of the battle: Relentless, Stubborn, Adamantium Will (6+) or all of the special rules presented for result 2-5 (i.e., Fleet (2), Move Through Cover and Night Vision).
BS NOTE (This Provenance cannot be taken in conjunction with the Cyber-augment or Tainted Flesh Provenance. See relevant Provenance.)
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All eligible units and models gain the Feel No Pain (6+) and Slow and Purposeful special rules. This Provenance may not be chosen in conjunction with the Gene-crafted Provenance and any Detachment with this Provenance is treated as Sworn Brothers by any Detachment with the Mechanicum Faction in the same army.
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Option – Frenzon: All models in any unit with this Provenance can be upgraded to have the Furious Charge (1) special rule for +25 points per unit.
BS NOTE (This Provenance cannot be taken in conjunction with the Tainted Flesh Provenance. See relevant Provenance.)
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Imperialis Militia Grenadier Squads and Imperialis Militia Command Cadres with this Provenance may take either a Legion Rhino Transport, Legion Termite Assault Drill or Legion Land Raider Proteus Carrier as a Dedicated Transport so long as they number 10 models or less. See the Legiones Astartes Crusade Army List for details and points costs, however all such vehicles lose the Legiones Astartes (X) special rule, gain the Third-line Unit Sub-type and reduce their Ballistic Skill to 3.
BS NOTE (This Provenance cannot be taken in conjunction with the Debased Rabble or Tainted Flesh Provenance. See relevant Provenance.)
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Option – Voidjumpers: All models in an Imperialis Militia Reconnaissance Squad may be upgraded to be Voidjumpers for +20 points per unit. Models upgraded to Voidjumpers have Militia jet packs and must replace their Shotgun with two laspistols or two autopistols. Any Discipline Masters, Militia Medicae and any other models assigned to the squad before deployment (but not models that join the unit by means of the Independent Character special rule) may be given Militia jet packs for no additional cost. A model with a Militia jet pack may not be given any weapon with the Heavy type.
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Option – Relic Arms: Eligible models in Imperialis Militia Grenadier Squads and Imperialis Militia Command Cadres may upgrade lasguns to either volkite chargers or assault needlers; may upgrade laspistols to either volkite serpenta or needle pistols; may upgrade sniper rifles to needle vulnus; and heavy stubbers to volkite culverin or needle cannon at a cost of +30 points per unit, regardless of the number of models or types of weapons upgraded in a given unit.
Option – Heirlooms of Past Glory: A Force Commander in a Detachment with this Provenance may exchange a power weapon for a paragon blade for +10 points and/or a laspistol for an archaeotech pistol for a further +10 points.
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All eligible units and models gain a bonus of +1 to their Weapon Skill Characteristic for the duration of any player turn in which they make a successful Charge. However, an eligible unit that begins the controlling player’s Assault phase within 12" of one or more enemy units must have a Charge declared for it, though the controlling player may choose the target of this charge.
Option – Chainaxes: Any model eligible to benefit from this Provenance may upgrade a basic close combat weapon to a chainaxe for +2 points per model or upgrade a chainsword to a chainaxe for +1 point per model.
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All eligible units and models receive an increase of +1 to their Toughness Characteristic but also lower their Initiative and Movement Characteristics by -1 (to a minimum of 1, models with a Movement of 0 or - are not affected and remain Movement 0 or -). All eligible models in a Detachment with this Provenance and the Character Unit Sub-type gain the Battlesmith (6+) special rule, or if they also have the Independent Character special rule gain the Battlesmith (5+) special rule instead. This Provenance may not be chosen in conjunction with the Ogryn Conscripts Provenance.
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All eligible units and models receive an increase of +1 to their Strength Characteristic but also lower their Ballistic Skill by -1 (to a minimum of 1) and, if they do not already possess any variant of the Bulky (X) special rule, gain the Bulky (2) special rule. All eligible models in a Detachment with this Provenance and the Character Unit Sub-type gain the Hammer of Wrath (1) special rule, or if they also have the Independent Character special rule or the Monstrous Unit Sub-type gain the Hammer of Wrath (2) special rule instead. This Provenance may not be chosen in conjunction with the Ogryn Conscripts Provenance.
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All eligible units and models with this Provenance gain the Crusader and Hatred (Everything) special rules. However, they must always declare a Charge targeting an enemy if they are able. Imperialis Militia Grenadier Squads may not be taken in a Detachment which uses this Provenance and this Provenance may not be used in conjunction with the Survivors of the Dark Age Provenance.
BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stronghold Provenance. See relevant Provenance.)
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This Provenance cannot be taken in conjunction with the Survivors of the Dark Age, Gene-crafted, Ogryn Conscripts or Alchem-jackers Provenances.
BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stronghold Provenance. See relevant Provenance.)
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@@ -15013,12 +20225,19 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stro
A Detachment with this Provenance may select Imperialis Militia Ogryn Brute Squads as Troops choices, with those selected as Compulsory Troops choices gaining the Line Unit Sub-type. All Discipline Masters, Militia Medicae and Force Commanders selected as part of a Detachment with this Provenance may join Imperialis Militia Ogryn Brute Squads, ignoring the usual restrictions for joining a unit with the Monstrous Unit Sub-type.
BS NOTE (This Provenance cannot be taken in conjunction with the Kinfolk Helots, Abhuman Muster, Tainted Flesh & Industrial Stronghold Provenance. See relevant Provenance.)
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@@ -15046,12 +20269,19 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Kinfolk Helots,
- Up to five additional Militia Leman Russ.....+120 points each
This Provenance cannot be taken in conjunction with the Unending Horde, Debased Rabble, Tainted Flesh or Ogryn Conscripts Provenances.
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@@ -15060,9 +20290,13 @@ This Provenance cannot be taken in conjunction with the Unending Horde, Debased
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@@ -15073,7 +20307,9 @@ This Provenance cannot be taken in conjunction with the Unending Horde, Debased
A Detachment with this Provenance grants the Endless Horde (4+) special rule to all models in all Imperialis Militia Infantry Squads and Imperialis Militia Levy Squads, but all Imperialis Militia Grenadier Squads can only be selected as Elites choices.
BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stronghold Provenance. See relevant Provenance.)
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When a unit composed entirely of models with this special rule has its last model removed as a casualty, the controlling player may choose to roll a D6. On a result equal to or greater than the value in brackets, a unit identical to the one that was removed as casualties (with all models and Wargear listed on the controlling player’s army roster) is placed in Reserves – and treated as a new unit. On any other result, the unit is removed as casualties with no further effect. Any Victory points that would be scored for the unit removed as casualties are unaffected and scored as normal, and any new unit that enters Reserves may be used to score Victory points if also removed as casualties. Furthermore, if a new unit placed in Reserves due to this special rule is later removed from play as casualties – it too can be returned to Reserves instead of being removed from play using this special rule.
A unit with this special rule that has been joined by a model after or during deployment (such as via the Among the Ranks, Militia Medicae Support or the Independent Character special rules) and is subsequently entirely removed as casualties and then returned to Reserves instead of being removed, does not retain any models that had joined it when it returns to Reserves – such models are casualties and do not return to play.
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This Provenance cannot be taken in conjunction with the Armoury of Old Night Provenance.
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@@ -15146,9 +20404,15 @@ This Provenance cannot be taken in conjunction with the Armoury of Old Night Pro
This Provenance cannot be taken in conjunction with the Abhuman Muster, Tainted Flesh, Gene-crafted, Unending Hordes, Feral Warriors or Ogryn Conscripts Provenances.
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@@ -15173,11 +20441,20 @@ Liber Mechanicum for details and points costs). All Triaros Armoured Conveyors a
This Provenance cannot be taken in conjunction with the Survivors of the Dark Age or Clanfolk Levy Provenances.
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@@ -15364,7 +20694,11 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -15436,7 +20790,11 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -15460,7 +20822,11 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -15473,235 +20839,333 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -15742,7 +21214,11 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -15754,7 +21230,11 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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Whenever a unit composed entirely of models with this Oath is called upon to take a Morale check* for any reason and in any Phase, no dice are rolled and the Check is considered to have been automatically passed. However, the unit must instead immediately suffer D3 Wounds against which only Invulnerable Saves may be taken, but no other Saving Throws or Damage Mitigation rolls, these Wounds being allocated by the controlling player. Additionally, when a unit composed of models with this Oath is entirely removed as casualties, no opposing player may score Victory points for its removal (this includes for Secondary Objectives such as Slay the Warlord).
*This affects only Morale checks and not Pinning tests, Psychic checks or any other kind of Leadership test.
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A unit that includes any models with this Oath may not make Sweeping Advances. However, whenever such a unit would otherwise be eligible to and capable of† making a Sweeping advance, the controlling player must instead roll a D6. On the result of a 4+, the controlling player gains 1 Victory point.
Note that units that are not normally allowed to make a Sweeping Advance gain no benefit from this Oath.
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bonuses granted by this Oath, despite having the Character
Unit Sub-type, but nor do they suffer from any of the penalties
applied to models without the Character Unit sub-type).
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A unit that includes any models with this Oath which fails a Morale check caused by casualties inflicted by an enemy Shooting Attack does not Fall Back but instead makes a Consolidate move. Additionally, if such a unit makes a successful Charge after suffering any casualties due to an enemy Reaction triggered by that Charge, then each Wound inflicted by the Reaction is counted towards the controlling player of the Charging unit’s score used to determine which side has won the resulting combat.
However, at the end of any of the controlling player’s turns after Game Turn 1, any unit that includes one or more models with this Oath that is not locked in combat and was not part of a combat in that same player turn suffers a single Wound against which only Invulnerable Saves may be taken, but no other Saving Throws or Damage Mitigation rolls, these wounds being allocated by the controlling player.
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Any Legion Veteran Squads in either a Primary Detachment or an Allied Detachment with this Oath may be upgraded for +50 points per unit, gaining the Line Unit Sub-type and the Heart of the Legion and Fury of the Legion special rules. However, a Detachment with this Oath may not include any Troops choices, and all Troops slots are removed from the Force Organisation chart for this Detachment. As such, the Detachment is no longer required to select any Compulsory Troops choices, but one existing Elites slot for that Detachment is now considered to be Compulsory. Additionally, a Detachment with this Oath may include two additional Elites choices – this applies to both detachments selected as a Primary Detachment and those selected as Allied Detachments.
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Any model in a Detachment with this Oath may exchange a plasma gun or Nemesis bolter* for a Xenos deathlock at no additional cost in points; a combi-bolter for a Xenos deathlock for +5 points per model; a plasma pistol for a Xenos doomlock at no additional cost in points or a power weapon for a Xenos halo blade at no additional cost in points.
*A Legion Vigilator may exchange their Master-crafted Nemesis bolter for a Xenos deathlock for no additional cost.
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All models with the Infantry or Cavalry Unit Type in a Detachment with this Oath are instead counted as having the Automata Unit Type and gain the Feel No Pain (5+) special rule. In addition, during the controlling player’s Shooting phase, a unit that includes any models with this Oath must attempt a Shooting Attack if there is an enemy unit within range, and must target the closest enemy unit possible that is within its line of sight and is a valid target for a Shooting Attack. If two or more targets are equally close then the controlling player chooses which will be the target of a Shooting Attack. If no weapon in the attacking unit is capable of Wounding or causing a Glancing Hit or Penetrating Hit to a potential target unit, then that target unit may be ignored if there is another potential target in range and line of sight of the attacking unit. Any model in a Detachment with this Oath that has the Psyker Unit Sub-type loses that Sub-type and may not use Psychic Weapons or Psychic Powers.
Any model in a Detachment with this Oath that has the Transport Unit Sub-type gains the Augmetic Transport Bay special rule.
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A model with this special rule may only be Embarked upon by models that previously had the Infantry Unit Type, but have had it replaced with the Automata Unit Type by The Flesh Is Weak (Oath of Vengeance and Wrath). A model with this special rule also increases its Transport Capacity by 3.
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All models that exchange one or more weapons due to the strictures of this Oath also gain the Desperate Measures special rule.
*Note that this exchange takes place after any options are selected from a unit’s army list profile – for example, allowing models from a Legion Veteran Squad to first upgrade a bolter to a plasma gun before any remaining bolters must be exchanged for other weapons. However, a model with this Oath that has been given a bayonet or chain bayonet may not then exchange their bolter for an autopistol or laspistol.
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A model with this special rule treats all weapons from the Armoury of Desperation that have the Assault (X) type as if it were the Pistol (X) type, and all weapons from the Armoury of Desperation with the Heavy (X) type as if they had the Assault (X) type (the value of X remains the same in all cases). Models with this special rule count weapons from the Armoury of Desperation with the Rapid Fire type as if they had the Pistol 2 type instead.
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Note that models with this Oath do not gain access to the Aetheric Lightning Pyschic Weapon, unless another special rule would grant it to them or if they gain the Psyker Unit Sub-type from another source, such as the Librarian Consul upgrade.
*This does not grant the model access to any Psychic Disciplines and they may not select further Psychic Weapons or Powers.
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• Heart of the Legion
• Spite of the Legion
• Inexorable
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All models with this special rule that do not also have the Character Unit Sub-type must reduce their Leadership and Initiative Characteristics by -1 and gain a Damage Mitigation roll of 5+ against all Wounds that do not inflict Instant Death – this is known as a Cloned Resilience Damage Mitigation roll and does not stack with any other Damage Mitigation roll. A unit that includes one or more models with this special rule may not make Reactions, but may also never be Pinned.
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All models with this special rule that do not also have the Character Unit Sub-type must reduce their Leadership and Ballistic Skill Characteristics by -1 but increase their Strength Characteristic by +1 permanently, and after making a successful Charge gain an additional +1 bonus to Strength until the end of that player turn. A unit that includes any models with this special rule that begins the Assault phase within 12" of one or more enemy units must have a Charge declared for it, though the controlling player may choose the target of this Charge.
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Once per Phase, when a Reaction is declared for a unit entirely composed of models with both the Legiones Auxilia (Dark Angels) and Tercio special rules that allow it to make a Shooting Attack or Move, a single friendly unit entirely composed of models with the Legiones Astartes (Dark Angels) special rule which has at least one model within 6" of the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made as though it was part of the same Tercio as the Reacting unit and was ‘In Formation’ as per the Tercio special rule. This does not cost an additional point of Reaction Allotment but a unit with the Legiones Astartes (Dark Angels) special rule which Moves or Shoots in this way is counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made.
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Whenever a Shooting Attack causes a unit containing one or more models with the Legiones Auxilia (Emperor’s Children) special rule to have one or more models removed as casualties, all models in the unit with the Legiones Auxilia (Emperor’s Children) special rule gain the Hammer of Wrath (1) special rule until the end of their controlling player’s next turn.
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When a unit entirely composed of models with the Legiones Auxilia (Raven Guard) special rule contains at least a single model which can draw line of sight to a friendly model within 24" which has the Legiones Astartes (Raven Guard) special rule and is drawn from the same Army’s Primary Detachment, then all models in the unit increase their Leadership Characteristic by +1 to a maximum value of 10.
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When a unit entirely composed of models with the Legiones Auxilia (Iron Warriors) special rule takes Leadership tests as part of the Pinning or Concussive special rules, the unit ignores any negative Leadership modifiers.
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When a unit containing one or more models with both the Legiones Auxilia (White Scars) and Tercio special rules, as well as the Line Unit Sub-type, is within the controlling player’s Deployment Zone or has at least half of its models within 6" of an Objective, then all models in the unit gain the Feel No Pain (6+) special rule. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6" of an Objective to a maximum of 5+.
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No model may make Cover Saves or Shrouded Damage Mitigation rolls against Wounds inflicted by Shooting Attacks which are made by models with the Legiones Auxilia (Space Wolves) special rule as part of a Reaction.
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A unit entirely composed of models with both the Legiones Auxilia (Imperial Fists) special rule and the Line Unit Sub-type increases all Cover Saves granted by terrain by one (i.e., from 6+ to 5+). This only increases existing Cover Saves and does not grant one when in terrain that does not normally grant a Cover Save. This rule cannot increase a Cover Save to better than 4+.
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Models with the Legiones Auxilia (Night Lords) special rule are never affected by any instance of the Fear (X) special rule. All models in a unit entirely composed of models with both the Legiones Auxilia (Night Lords) and Tercio special rules gain the Rage (2) special rule for the duration of any Assault phase in which at least a single model from the unit begins that Assault phase within 12" of any friendly model with the Fear (X) special rule that is not part of the same Detachment.
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Any model with the Legiones Auxilia (Blood Angels) special rule which is locked in combat increases its Attacks Characteristic by +1 as long as it is within 6" of a friendly model with the Legiones Astartes (Blood Angels) special rule.
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When a unit entirely composed of models with the Legiones Auxilia (Iron Hands) special rule fails a Morale check owing to casualties in the Shooting phase, it does not Fall Back as per the standard rules, but instead suffers D3 automatic Wounds with no Saves of any kind allowed (Damage Mitigation rolls may still be used to negate these Wounds).
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When a unit entirely composed of models with the Legiones Astartes (Alpha Legion) special rule is selected as the target of a Shooting Attack during the opposing player’s Shooting phase, the attacking unit must first make a Leadership test as long as there is a unit entirely composed of models with the Legiones Auxilia (Alpha Legion) special rule with at least one model within 12" of the targeted unit to which the attacking unit can also draw line of sight. If this Leadership test is failed, all Shooting Attacks made by the attacking unit must instead target the unit entirely composed of models with the Legiones Auxilia (Alpha Legion) special rule – if the Leadership test is passed, they may attack as normal.
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When making Shooting Attacks targeting units which are Falling Back or who have previously had one or more models removed as casualties, models with the Legiones Auxilia (World Eaters) special rule add +1 to rolls To Hit.
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When a unit containing one or more models with the Legiones Astartes (Ultramarines) special rule declares a Charge against an enemy unit which has had one or more models removed as casualties as a result of a Shooting Attack made by a model with the Legiones Auxilia (Ultramarines) special rule in the same Game Turn, any Shooting Attacks made against the Charging unit as part of a Reaction in the same Assault phase are resolved as Snap Shots.
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When rolling To Wound against a model with the Legiones Auxilia (Death Guard) special rule, for any attack inflicted by a weapon with either the Fleshbane or Poisoned (X) special rules, reduce the result of that roll To Wound by -1 (this does not affect the Strength of the attack, only the result of the roll To Wound). Additionally, models with both the Legiones Auxilia (Death Guard) special rule and the Infantry Unit Type may re-roll failed Dangerous Terrain tests.
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Any friendly model with the Legiones Astartes (Thousand Sons) special rule which suffers Perils of the Warp while within 12" of a unit entirely composed of models with the Legiones Auxilia (Thousand Sons) special rule and the Infantry Unit Type may choose to allocate all of the Wounds inflicted by Perils of the Warp to the unit containing models with the Legiones Auxilia (Thousand Sons) special rule and the Infantry Unit Type. Additionally, all models with the Legiones Auxilia (Thousand Sons) special rule and the Infantry Unit Type gain the Adamantium Will (6+) special rule.
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When a friendly unit containing one or more models with the Legiones Astartes (Sons of Horus) special rule declares a Charge against an enemy unit which has had one or more models removed as casualties as a result of a Shooting Attack made by a model with the Legiones Auxilia (Sons of Horus) special rule in the same Game Turn, the Charging unit adds +2 to the result of the Charge Distance roll.
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All models in a unit entirely composed of models with both the Legiones Auxilia (Word Bearers) and Tercio special rules gain the Fleet (2) and Crusader special rules for the duration of any of the controlling player’s turns in which at least a single model from the unit begins that turn within 12" of any friendly model with the Legiones Astartes (Word Bearers) special rule.
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Units containing one or more models with the Legiones Auxilia (Salamanders) special rule increase the Cover Save they receive against Shooting Attacks which draw line of sight through an intervening unit to a roll of 4+ as long as the intervening unit is entirely composed of models with the Legiones Astartes (Salamanders) special rule.
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Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.
In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.
For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
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If a Charge is declared for a unit that includes at least one model with this special rule, targeting an enemy unit that is Pinned, Falling Back, or includes no models with the Character Sub-type or the Chosen Warriors special rule, then all models in the Charging unit gain a bonus of +1 Attacks for the duration of the Assault phase in which the Charge is declared.
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At the start of the controlling player's Movement phase a model with the Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player's turn (sometimes referred to as 'activating' the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain test as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty - but must end its Movement at least 1" away from any model from another unit.
@@ -16948,81 +22892,119 @@ A model with a Legion Warhawk jump pack may still Run if it would normally be ab
Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hamer of Wrath (1) and Deep Strike special rules - if it already has the Bulky (2) special rules, it gains the Bulky (3) special rules instead.
During a Reaction made in any Phase, a player may not choose to activate a model's Legion Warhawk jump pack to gain any bonus to its Movement Characteristic.
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Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.
• All models (friend and enemy) caught in the beam area (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted.
• Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties.
• If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will go no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1.
• If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Casualties are assigned by the controlling player.
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When a model with this special rule is deployed, any doors on the model must be opened to their full extent. All models Embarked within a model with this special rule must then Disembark immediately and no models can thereafter Embark within that model for the remainder of the battle. Any model that has Disembarked from a model with this special rule may not have a Charge declared for it in the same turn. The physical doors attached to a model with this special rule are not treated as part of the model once opened to their full extent, and cannot be targeted by Shooting Attacks and do not impede Movement in any way.
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No model with any versions of the Bulky special rule may Embark on a model that has this special rule.
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A Legion Rapier Battery must have one Legion Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Legion Rapier Battery contains fewer Legion Gunners than Rapier Carriers then only a number of Rapier Carriers equal to the number of Legion Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Legion Gunners in the unit as there are Rapier Carriers then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled, and all Legion Gunners in the unit gain a bonus of +1 to their Leadership Characteristic (this bonus is lost immediately once the number of Legion Gunners is reduced to less than the number of Rapier Carriers in the unit).
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Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single Consul upgrade; no model may take more than one such upgrade (note that some upgrades are not available to Legion Cataphractii Centurions or Legion Tartaros Centurions, or Legion Centurions that have selected certain upgrades).
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After all Shooting Attacks for a weapon with this special rule have been fully resolved, roll a D6, adding +1 if the weapon has fired before in the same battle. If the total of this roll is 6 or more then the weapon may no longer be used to make Shooting Attacks in this battle. If this weapon is unable to make further Shooting Attacks then it may not be targeted by a Weapon Destroyed result on the Vehicle Damage table, and for the purposes of such a result is treated as though it had already been destroyed.
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At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rules, a single enemy unit may be chosen by a player that controls any models with this special rule - this unit is considered 'marked for death'. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has 'marked for death', all failed To Wound rolls of '1' may be re-rolled.
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A model with this special rule may join a unit that includes one of more models with the Automata Unit Type. While part of a unit that includes one of more models with this Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviours provision then those rules are not used as long as a model with this special rule is part of the unit.
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A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon's profile whether or not the bearer has moved. A model carrying a Destroyer weapon can attack with it in the Shooting phase and still Charge in the Assault phase. In addition, when you roll for armour penetration with Hits caused by a Destroyer weapon, roll three dice instead of one and discard the single lowest dice rolled, or any one of the lowest dice in the case of tied results. Use total of the remaining dice to determine the result.
In addition, when a Destroyer weapon inflicts a Glancing Hit or a Penetrating Hit, it inflicts D3 Hull Points of Damage instead of a single Hull Point. When a Destroyer weapon inflicts a Wound on a non-Vehicle model, it inflicts D3 Wounds instead of a single Wound.
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All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks. Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2
Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable.
A model that causes Fear is not itself immune to Fear and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
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Units with one or more models with the Fearless special rule automatically pass Pinning tests. Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.
However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule (see page 188). If a unit has become Pinned and then gains the Fearless special rule all the effects of being Pinned are immediately cancelled.
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When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).
Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.
Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted - treat it as having been saved. On any other result the Wound is taken as normal.
For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.
This is a Damage Mitigation roll - any model may make only a single Damage Mitigation roll of any type for any given Wound (see page 174).
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When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons.
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A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made.
If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
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If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.
In either case, this special rule has no effect against Vehicles or Buildings.
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Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal.
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In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model's Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.
A model that has made a Disordered Charge that turn receives no benefit from Furious Charge (see page 182).
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When firing a weapon that Gets Hot. roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) - this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
@@ -17031,30 +23013,46 @@ Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each
Gets Hot and Re-rolls
If a model has the ability to re-roll its rolls To Hit (including because of BS 6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.
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Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the end of the next Game Turn.
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Any attacks made using a weapon with this special rule do not require line of sight, but must still be within range.
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If a model with this special rule ends its Charge Move in base or hull contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the models unmodified Strength with AP-. These attacks do not benefit from any of the model's special rules (such as Furious Charge, Rending, etc.).These attacks are resolved during the Fight sub-phase at Initiative step 10 but do not grant the model an additional Pile-in Move.
If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
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When deployed as the first model placed during a Deep Strike Assault, or other deployment that requires a model with this special rule to scatter, the distance the model scatters is reduced by half and if it scatters into Impassable Terrain or off of the battlefield then it is moved the minimum distance required to avoid such obstacles. In addition, if all units included in a Deep Strike Assault have the Inertial Guidance System special rule or are models Embarked on a model with that special rule then any rolls made to determine if the Deep Strike Assault is Disordered may be re-rolled.
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A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning test - except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.
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A model with this special rule may only be included in an army that has the Loyalist Allegiance.
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A unit made up entirely of models with this special rule may perform a Flanking Assault as described on page 311. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special unit.
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If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.
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• The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain (see page 222), even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
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If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).
Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
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If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a Shooting Attack, that shot is a ‘Precision Shot’. For example, if a model with the Precision Shots (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Shot.
Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as the target model is in range and line of sight of the attacking model, rather than following the normal rules for Wound allocation.
Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
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This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks.
If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character.
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A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.
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In a turn in which a model with this special rule Charges into combat, it gains a number of Attacks equal to the value of X for Charging, rather than +1. A model that has made a Disordered Charge that turn receives no benefit from Rage (see page 182).
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At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. Roll once to determine the number of bonus Attacks all Rampaging models involved in that combat receive that Phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.
A model that has made a Disordered Charge that turn receives no benefit from Rampage (see page 182).
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If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).
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Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
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In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.
A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).
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Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).
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If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.
@@ -17118,10 +23138,14 @@ Armourbane (Melta): A model or weapon with this Armourbane special rule only gai
Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.
Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
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Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.
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All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:
Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.
@@ -17135,7 +23159,9 @@ Apocalyptic Barrage
An Apocalyptic Barrage follows all of the rules for a Barrage weapon, but uses the clover-shaped Apocalyptic Barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for scatter in the same way you would for a Blast. If the marker scatters, be careful to maintain the same orientation as you move it.
Once the final position of the marker has been determined, roll a number of dice equal to the number of attacks on the weapon’s profile. So, for example, with a weapon with the type ‘Heavy 4, Apocalyptic Barrage’, you would roll four dice. Each dice roll corresponds to a ‘strike’ on one of the circles on the Apocalyptic Barrage marker. For example, each roll of a 2 indicates a strike on circle number 2. Resolve the strikes as for a Multiple Barrage, as if each were a Barrage attack that had landed on that circle and hit all the models underneath it. To determine Cover Saves, always assume the shot is coming from the centre of the entire Apocalyptic Barrage marker.
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If a model with the Battlesmith (X) special rule is in base contact with, or Embarked upon, one or more damaged Vehicles, Dreadnoughts or Automata during the Shooting phase, they can attempt to repair one of them instead of firing a weapon. Roll a D6. If the result is equal to or more than the value listed in brackets as part of this rule then one of the following options may be applied to any one Vehicle, Dreadnought or Automata the model is in base contact with or Embarked upon:
• Restore a lost Hull Point.
@@ -17143,10 +23169,14 @@ Once the final position of the marker has been determined, roll a number of dice
• Repair a Weapon Destroyed result.
• Repair an Immobilised result.
If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. The Battlesmith cannot use this ability if they are Pinned or Falling Back.
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For the purposes of whether or not attacks of a Strength twice this model’s Toughness value inflict Instant Death, this model’s Toughness is increased by X, where X is the value in brackets after the name of this special rule. If, for any reason, this special rule does not provide a value, then consider the value of X to be 1. This special rule does not alter the scores needed by To Wound rolls or any other Test or Check.
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When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.
@@ -17184,74 +23214,110 @@ The Strength and AP of any Hits depends on the zone in which the target model is
To determine whether a unit wounded by an Apocalyptic Mega-blast weapon is allowed a Cover Save, and when determining Wound allocation, always assume the shot is coming from the centre of the Apocalyptic Blast marker, instead of from the firing model.
Hits from Apocalyptic Mega-blast weapons made against Vehicles are always resolved against their Side Armour Value.
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Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule.
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Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.
For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.
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A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.
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A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).
No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
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If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counterattack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.
If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counterattack special rule has no effect.
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After the Blast marker for a weapon with this special rule is placed, the attacking unit’s controlling player may move the marker up to 2" in any direction so long as this would cover more models than it previously would have.
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A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result.
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A model using a close combat weapon with this special rule can only ever make a single attack at WS 1 in an Assault phase, regardless of their profile or any bonus or other special rule.
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If a Vehicle with this special rule takes Hull Point damage from any source, including both Penetrating Hits and Glancing Hits, but is not destroyed, roll a D6. On a 6, the Vehicle suffers an Explodes result on the Vehicle Damage table.
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After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
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A unit made up entirely of models with this special rule may perform a Deep Strike Assault as described on page 310. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
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When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
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If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
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If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.
If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
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This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit. For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.
The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
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‘For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
D6 Result
1: No Effect.
2-5: Vehicles suffer a Glancing Hit, other models suffer 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result.
6: Vehicles suffer a Penetrating Hit, Dreadnoughts and Automata suffer 1 Wound. No Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result.
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A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.
If the Test is failed, nothing happens and the models remain locked in the fight.
If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.
A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
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You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first, then alternate deploying these units.
@@ -17265,84 +23331,134 @@ If a unit has both the Infiltrate and Scout special rule, that unit can deploy a
Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.
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Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.
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If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
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At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.
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Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12.
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When a Blast weapon with this rule is used, after the attack is resolved leave the Blast marker in play for the rest of the game and mark it with a counter of some kind. This area is now treated as Dangerous Terrain for all models with a Toughness value.
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Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
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A unit that contains at least one model with this special rule re-rolls all failed To Wound rolls against Dreadnoughts, Automata and Primarch models as well as any unit with the Monstrous sub-type.
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A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
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Attacks with this special rule cause Instant Death on a To Wound roll equal to the number in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
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A unit that contains at least one model with this special rule ignores the effects of Night Fighting (see page 308) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
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When making a Shooting Attack at any unit without the Flyer sub-type, this Vehicle increases its Ballistic Skill by the value indicated as part of the special rule. For example, a Vehicle with the Strafing Run (2) special rule would increase the model’s Ballistic Skill by +2 when making Shooting Attacks targeting any unit without the Flyer sub-type.
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A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.
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If a model with the Swarm special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, unless that Wound has the Instant Death special rule, each unsaved Wound is multiplied to two unsaved Wounds.
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A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end.
For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end.
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When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
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A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.
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Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
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When a unit that contains at least one model with this special rule makes a Shooting Attack, one model in the unit can shoot at a different target to the rest of their unit. Once this Shooting Attack has been resolved, resolve the Shooting Attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to Disembark as a result of the Split Firing unit’s initial Shooting Attack.
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A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
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If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.
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A unit that contains at least one model with this special rule cannot Run, perform Sweeping Advances or make Reactions. However, models with this special rule can make Shooting Attacks with Heavy and Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance or Rapid Fire weapons.
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A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.
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A unit with at least one model with this special rule automatically passes Dangerous Terrain tests.
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When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that 'no Saves of any kind are allowed'). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models with the Fearless special rule.
Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it.
If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+)
This is a Damage Mitigation roll - any model may make only a single Damage Mitigation roll of any type for any given Wound, Glancing Hit or Penetrating Hit (see page 174).
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After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.
@@ -17350,33 +23466,49 @@ If both sides have Scouts, roll off; the winner decides who redeploys first. The
Infiltrate and Scout
If a unit has both the Infiltrate and Scout special rules, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
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If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
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Any model with the Vehicle, Dreadnought or Automata Unit Type that suffers a Penetrating Hit or unsaved Wound from an attack with this special rule may only make Snap Shots when it next makes a Shooting Attack either as part of a Reaction or during its controlling player’s Shooting phase.
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Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.
For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
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If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike.
Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
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A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack.
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When rolling on the Vehicle Damage table to resolve Hits against a Slow Vehicle, roll an additional D6 and before determining the result discard the highest single dice rolled. In addition, when a Slow Vehicle moves, other than to pivot in place, it is always considered to have moved at Cruising Speed regardless of how many inches it moves.
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A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
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When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
@@ -17385,7 +23517,9 @@ If the Scatter dice does not roll a Hit, you can choose to re-roll the dice when
Twin-linked Template Weapons
Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and Armour Penetration rolls.
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Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template weapon never hits the model firing it.
@@ -17399,27 +23533,37 @@ Template weapons can fire Snap Shots at any non-Flyer target. If a Template weap
Hellstorm Weapons
Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm template (see page 152), but otherwise obey the rules for other Template weapons.
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A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons (see page 177).
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• A unit that includes only models with the Antigrav sub-type may ignore the effects of any and all terrain it passes over during movement, including passing over vertical terrain and Impassable Terrain without penalty or restriction. However, such units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain tests as normal.
• Models with the Antigrav sub-type may never benefit from Cover Saves of any kind.
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Unlike most other Vehicles, Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer’s hull, with the exception of the Vehicle’s weapons, which all work as normal. The base of a Skimmer is effectively ignored, except for when the Skimmer is being Charged or Rammed, in which case, models may move into contact with the Vehicle’s hull, its base or both.
Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Skimmers can move over all terrain, ignoring all penalties for Difficult Terrain and Dangerous Terrain tests. However, if a moving Skimmer starts or ends its move in Difficult Terrain or Dangerous Terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over Impassable Terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test. If a Skimmer is forced to end its move over friendly or enemy models, move the Skimmer the minimum distance so that no models are left underneath it.
If a Skimmer is Immobilised or Wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), then leave the base in place. Note that it is not otherwise permitted to remove the flying base, as Skimmers cannot land in battle conditions.
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The Master of the Legion special rule grants the following benefits:
• Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Appendix: Legiones Astartes Rites of War, found on page 96.
• The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that includes at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
• Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule. The full rules for doing so can be found in the Appendix: Legiones Astartes Special Rules on page 124.
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Before the start of the first turn, when placing units into Reserve, a player must assign all Legion Deathstorm Drop Pods in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below:
@@ -17435,107 +23579,171 @@ Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the
Once all units are deployed, any enemy units within line of sight and range may choose to make the Interceptor Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Area Denial Drop. Any units that are chosen to make the Interceptor Reaction do not expend any of the controlling player’s Reaction Allotment for the Phase, but do count as having made a Reaction (and thus cannot React again in this Phase). Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of an Area Denial Drop.
Once all units from the Area Denial Drop have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of an Area Denial Drop may not Move or Run in the same Movement phase as they are deployed, but may Shoot and declare Charges as normal (if the models deployed as part of the Area Denial Drop are allowed to make Charges).
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Models with the Vehicle Unit Type may Embark on a model with this special rule, Embarking and Disembarking as per the normal rules for Embarking/Disembarking. A model with this special rule may carry one model with the Vehicle Unit Type whose starting Hull Points Characteristic is 4 or less. A model with the Vehicle Unit Type Embarking or Disembarking from a model with this special rule may do so from any point on the model’s base, or its hull if it has no base.
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A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).
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When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.
For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
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When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
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If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.
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When the controlling player resolves a Ram Attack using a model with this special rule, targeting an enemy model that has the Vehicle Unit Type, then any Hits inflicted are always resolved at Strength 12 (see the rules for Weapon Strengths above 10 on page 128). When resolving a Ram Attack against a model that does not have the Vehicle Unit Type, 6+D6 Str 10 Hits are inflicted instead.
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When making a Shooting Attack, select up to four enemy units within range and line of sight of the attacking unit and make a Shooting Attack using the weapon’s profile against each unit instead of following the normal procedure (any individual enemy unit may only be selected as a target once, and if there are less than four enemy units within line of sight and range then each viable target may be attacked). Each unit targeted is attacked with the full number of attacks listed as part of the weapon’s profile, for example, a weapon with the Heavy 6 type and the Deathstorm special rule would select up to four enemy units within range and line of sight and roll six dice To Hit against each unit.
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A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
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When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be placed within unit coherency, but afterwards operate independently and are not treated as a unit.
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A model with this special rule may transport a single model with the Dreadnought Unit Type with no more than 8 Wounds instead of any other models. A Dreadnought model may not Embark upon a model with this special rule if any other models are already Embarked on it, and while a Dreadnought model is Embarked on a model with this special rule then no other models may Embark.
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If a weapon with this special rule fails its Armour Penetration roll against a target with an Armour Value, or fails a To Wound roll against any other model (note that successful Armour Saves or Damage Mitigation rolls do not count for this), roll a D6. If the result is a 1, the attacking model loses 1 Hull Point or Wound.
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If a model with this special rule has not moved or Run during the Movement phase of its controlling player’s turn then that model may add one to the number of shots fired when making a Shooting Attack with a bolter (this does not include combi-bolters, bolt pistols or other bolt weapons).
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A unit that includes any models with this special rule may not join or be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls.
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Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model’s Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal – except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for armour penetration instead.
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When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6" of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase this to Feel No Pain (4+) while it fulfils the conditions of this special rule).
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When a model with this special rule is deployed onto the battlefield using the Deep Strike special rule, and once all models arriving from Deep Strike in the same phase have been placed in their final positions, but before any models Embarked on the model with this special rule have Disembarked, any models within 3+D3" (friendly or enemy) suffer a Str 6 AP 5 Hit (models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as a Flame attack).
In addition, when moving in Hover mode, the controlling player may choose to inflict D6 Str 6 AP 5 Hits on any unit that a model with this special rule moves over. These Hits are distributed randomly within the target unit and models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as a Flame attack. Once the model has finished moving, the controlling player must roll a D6 for each unit it has inflicted Hits upon using this special rule – any results of a ‘1’ inflict a Hull Point of damage on the model with this special rule.
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A weapon with this special rule gains the Instant Death special rule when targeting models with the Automata Unit Type.
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A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.
Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
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A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model’s void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number ‘X’ by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks.
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A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.
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If a model with this special rule loses its last Hull Point due to the Gets Hot special rule then it also suffers the effects of the Explodes result on the Vehicle Damage table. When a model with this special rule suffers an Explodes result (as shown on the Vehicle Damage table), the Strength of any Hits it causes is increased to 10.
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A model with this special rule may only be included in an army that has the Traitor Allegiance.
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A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction.
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When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled.
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If a model that has a weapon with this special rule does not move in the Movement phase of a given turn, that weapon may be given the Rending (4+) and Pinning special rules until the start of the controlling player’s next turn.
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A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.
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In any of the controlling player’s Shooting phases, instead of making any Shooting Attacks with a model with this special rule, the controlling player may instead roll a D6. On the roll of a ‘4’ or more, a damage result of Immobilised that has been inflicted on this model may be removed but no Hull Points are returned.
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When the controlling player resolves an Explodes result on the Vehicle Damage table for a model with this special rule, the Strength of any Hits inflicted is increased to 10.
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A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight Sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.
For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
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If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable saves or Damage Mitigation rolls allowed.
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A model with this special rule must be deployed onto the battlefield as part of a Deep Strike Assault, or other deployment that requires the Deep Strike special rule. It may never be deployed as normal, regardless of any other rule or mission, and if forced to do so it is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation). Furthermore, a model with this special rule may never move – and if forced to do so is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation).
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Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Subtype that has the Subterranean Assault special rule itself.
@@ -17553,7 +23761,9 @@ Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ th
Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault.
Once all units from the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare or resolve a Charge on the same turn as they are deployed.
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Before the start of the first turn, when placing units into Reserve, a player using the Drop Pod Assault Rite of War must assign all Legion Drop Pods, Legion Dreadnought Drop Pods, Legion Dreadclaw Drop Pods or Legion Kharybdis Assault Claws as well as the units Embarked upon them to perform a Drop Pod Assault.
@@ -17569,45 +23779,67 @@ Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ th
Once all units taking part in the Drop Pod Assault have Disembarked, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction (See page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Drop Pod Assault or that has Disembarked from a model deployed as part of the Drop Pod Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Drop Pod Assault.
Once all units from the Drop Pod Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Drop Pod Assault may not Move or Run in the same turn as they are deployed, but may make Shooting Attacks as normal in the Shooting phase. During the Assault phase, only units deployed from a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal, other units deployed as part of a Drop Pod Assault may not declare or resolve a Charge on the same turn as they are deployed.
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Battlements are treated as an Access Point for their Building, meaning a unit inside the building can disembark onto the Battlements, or vice versa. Note that buildings without Transport Capacity that have battlements may still not be entered, although units can use their battlements.
Units equipped with Jump Packs of Jet Packs, Cavalry units and Skimmers do not need to take Dangerous Terrain tests for starting or ending their move on battlements.
If a Template or Blast weapon hits a unit on top of a battlement, that battlement's Building also suffers a single Hit.
If a unit moves onto the battlements of an Unclaimed, non-destroyed Building, they immediately Claim that Building and it becomes part of the unit's side until the Building is either destroyed or an enemy unit Claims it.
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Some particularly large Fortifications or units of Fortifications are composed of multiple Builds in base contact with each other to form a larger complex. These multi-part Buildings will specify on their profiles the exact breakdown of their component parts and how they are linked.
You can move a unit in one part of a multi-part Building into an adjacent and unoccupied part of the Building by declaring you are doing so. This will take up all of the Movement, and is still subject to all the rules for Transport Capacity (see page 211). In all other regards, the Buildings that make up a multi-part Building are treated as separate models.
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Massive Fortifications follow all the rules for Buildings as defined in this section, and reduce all rolls made for them on the Building Damage table by -1. The profile entry for the Fortification will list the actual Armour Values it has.
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A Blast-shield is a Barricade and provides a 5+ Cover Save for models obscured by it. In addition, any Wounds inflicted by attacks with the Blast special rule targeting a model that claims a Cover Save due to a Blast-Shield must be re-rolled.
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A model in cover behind a Barricade of Wall has a 5+ Cover Save. For the purpose of Charged Moves, models that are both in base contact with a Barricade and within 2" of each other are treated as being in base contact. Despite the models on either side not literally being in base contact, they may fight in the Fight sub-phase as normal. Units Charing an enemy that is behind a Barricade or Wall count as Charging though Difficult Terrain.
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When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannon attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
Ordnance weapons hit with such force that when you roll to penetrate a Vehicle's armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.
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Grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.
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A weapon with this special rule always Wounds Daemons on a 2+ and any successful Invulnerable Saves made by Daemon models against any Wounds it inflicts must be re-rolled.
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• A model with the Building Sub-type has an Armour Value instead of Toughness Characteristic and a reduced profile to reflect its limited capabilities. Page 224 of Warhammer: The Horus Heresy – Age of Darkness Rulebook presents rules for making attacks with or against models with this Unit Sub- type.
• A model with the Building Sub-type uses all of the rules for the Transport Sub-type and other models with either the Infantry or Primarch Unit Types may Embark or Disembark upon them (see page 224 of Warhammer: The Horus Heresy – Age of Darkness Rulebook).
• A model with this Unit Sub-type may never Move or be Moved by any special rule or effect – if it is forced to Move then it instead suffers the effects of the Total Collapse result on the Building Damage table.
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• A model with the Emplacement Sub-type has an Armour Value instead of Toughness Characteristic and a reduced profile to reflect its limited capabilities. Page 224 of Warhammer: The Horus Heresy – Age of Darkness Rulebook presents rules for making attacks against models with this Unit Sub-type.
• A model with this Unit Sub-type may never Move or be Moved by any special rule or effect – if it is forced to Move then it instead suffers the effects of the Total Collapse result on the Building Damage table.
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• A model (friendly or enemy) in base contact with a model with the Barricade Unit Sub-type and at least 25% obscured from the attacking unit gains a 5+ Cover Save.
• Any models (friendly or enemy) that are in base contact with the same model with the Barricade Unit Sub-type are considered to be in base contact with each other.
@@ -17616,11 +23848,15 @@ Ordnance weapons hit with such force that when you roll to penetrate a Vehicle&a
• A model with the Barricade Sub-type is never counted as a unit for the purposes of any Objective or for the purposes of the Sudden Death Victory rule.
• A model with this Unit Sub-type may never Move or be Moved by any special rule or effect – if it is forced to Move then it is instead removed as a casualty.
• A model with the Barricade Sub-type may never make Shooting Attacks and may only have Emplacement Mounted weapons (see page 224 of Warhammer: The Horus Heresy – Age of Darkness Rulebook).
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• When rolling on the Building Damage table for a model with the Massive Sub-type, ignore any result other than a Total Collapse (but the model still suffers a point of Hull Point of damage for each Penetrating Hit. If the result of rolling on the Building Damage table is Total Collapse, the model with the Massive Sub-type suffers an additional D3 Hull Point damage. When reduced to 0 Hull Points, a model with the Massive Sub-type is destroyed, any weapons and wargear on the Building are also destroyed and it also suffers a Catastrophic Collapse. Any models Embarked upon a model with the Massive Sub-type that suffers a Catastrophic Collapse are immediately removed as casualties and the model with the Massive Sub-type now counts as Ruins and may not be Embarked upon.
• When selecting an army, the combined points value of all models with the Massive Sub-type, Lords of War Battlefield Role or Primarch Unit Type combined may not exceed 25% of the army’s total points limit, unless otherwise specified by the mission or Force Organisation chart in use.
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• A model with the Fortification Unit Type is a Terrain Piece that is selected as part of a player’s army and included as part of their Army Roster, and counts as a unit under that player’s control for all purposes (including Sudden Death Victories and Objectives).
• A model with this Unit Type that is selected as part of a player’s army is always ‘claimed’ and remains under that player’s control at all times (see page 223 of Warhammer: The Horus Heresy – Age of Darkness Rulebook).
@@ -17631,100 +23867,155 @@ Ordnance weapons hit with such force that when you roll to penetrate a Vehicle&a
Assault Phase).
• A model with the Fortification Unit Type may attack with all weapons it has in each Shooting Phase, targeting a single enemy unit unless another special rule allows it to do otherwise.
• A model that has the Fortification Unit Type may not join other units, or be joined by any other model, including other models with the Fortification Unit Type. Each model with the Fortification Unit Type is always considered a separate unit (excepting only Multi-part fortifications, see page 225 of Warhammer: The Horus Heresy – Age of Darkness Rulebook).
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When destroyed, a model with this special rule resolves Catastrophic Damage at AP 1.
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When destroyed, a model with this special rule resolves Catastrophic Damage at AP 2
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Any model which suffers an unsaved Wound or Hull Point loss from a weapon with this special rule instead suffers D6 unsaved Wounds or Hull Points of damage. In addition, if the target of this attack is a model with the Knight, Titan, Super-heavy Vehicle, or Building or Fortification Unit Type, or the Monstrous Unit Sub-type, increase the number of Wounds suffered or Hull Points lost to 2D6.
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To Hit rolls of the value X indicated made by a weapon with this rule cause an automatic Glancing Hit against models with the Vehicle Unit Type instead of rolling for Armour Penetration, and an automatic Wound against models with the Dreadnought or Automata Unit Types, instead of rolling To Wound.
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Any successful Charge that targets a unit containing a model with a weapon with this special rule is always counted as a Disordered Charge.
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A model with this special rule has an Invulnerable Save of 6+ against Shooting Attacks.
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When destroyed, a model with this special rule resolves Catastrophic Damage at AP 3.
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When a model with this special rule is destroyed, the damage caused by its Catastrophic Damage is altered depending on the value of (X) in the version of this special rule as follows:
Magna: When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks.
Major: When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks at AP2.
Maxima :When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks at AP2, and doubles the range of the Catastrophic Damage effect.
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A weapon with this special rule may double the number of shots it makes, but if it does so the firing model suffers D3 Wounds or Hull Points of damage with no Saves or Damage Mitigation rolls of any kind allowed.
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A model with this special rule has an Invulnerable Save of 5+ against Shooting Attacks.
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Units which suffer one or more Wounds or Hull Points lost from an attack from a weapon with this special rule halve their Movement Characteristic and may not Run or make Reactions until the end of the attacker’s next Shooting phase.
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Penetrating Hits caused by attacks made with weapons or models with this special rule add +1 to the result of any rolls on the Vehicle or Building Damage tables.
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A unit that includes any models with this special rule must make a Shooting Attack targeting the enemy unit which has the closest model in line of sight to any model in the attacking unit in the controlling player’s Shooting phase.
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The following rules apply to all models with the Automated Artillery Sub-type
• A unit that includes one or more models with the Automated Artillery Sub-type may not Run, declare or otherwise make Charge moves, and may only make the Interceptor Advanced Reaction.
• A unit that includes one or more models with the Automated Artillery Sub-type may not make Sweeping Advances and if targeted by a Sweeping Advance automatically fails without rolling any dice and is destroyed.
• A unit that includes one or more models with this Unit Sub-type may never hold or deny an Objective.
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Once per battle, during their turn the controlling player may declare that they will activate their Orbital Defences. Until the end of the opposing player's next turn, any Reserve rolls that the opposing player makes suffer a penalty of -1 and all rolls made by the opposing player to determine if any Deep Strike Assaults, Outflanking Assault or Subterranean Assaults are Disordered fail on the roll of 1-3 rather than just the result of a "1" (neither of these effects stack with other special rules that modify Reserves rolls of Disordered rolls, and the controlling player must choose one effect to apply). In addition, if the opposing player of a player whose army includes one of more models with the Orbital Defences special rule declares a Drop Pod Assault, the then controlling player of the models with the Orbital Defences special rule may roll a dice when the Drop Pod Assault is resolved. The controlling player of the models with the Orbital Defences special rule may select a number of enemy models with the Orbital Assault Vehicle special rule equal to the result of the dice roll, each of the models selected suffers a single Str 8 Ap 2 Hit after it is deployed onto the battlefield.
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A unit that includes at least one model with the Psyker Unit Sub-type or Daemon Unit Type, and which suffers one of more unsaved Wound from a weapon with this special rule also suffers Perils of the Warp (see page 201 of the Horus Heresy: Age of Darkness rulebook). Any given unit may only suffer Perils of the Warp once per Phase due to the effects of this special rule, regardless of how many enemy units attack that unit or how many weapons with this special rule are present in the attacking units.
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After a model with this special rule (for a unit composed entirely of models with this special rule) has resolved a Shooting Attack targeting an enemy unit, any weapons that were not used to attack (either dur to being out of line of sight or range of the enemy units, or because the controlling player voluntarily opted not to attack with them) may make a number of Secondary Shooting Attacks using those weapons that did not fire as part of its initial Shooting Attack. Each weapon not fired as part of the initial Shooting Attack may be fired once, either all of them in a single Secondary Shooting Attack, each in a separate Secondary Shooting Attack targeting a different enemy unit of any combination - however, each weapon may only be used to attack once and in no more than one Secondary Shooting Attack. All Secondary Shooting Attacks obey all the normal rules for range and line of sight and are with a modifier of -1 on all To Hit rolls.
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No enemy player may ever score any Victory points for the destruction of a unit with this special rule regardless of the scenario player or any victory conditions in effect. In addition, a model with this special rule may not join any unit that is not composed entirely of models that also have the Kharash special rule, nor may a model that does not have the Kharash special rule join a unit that includes any models with that special rule.
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When a unit composed entirely of models with the special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.
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Immune to the effects of the Fear (X) special rule.
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If a mission has the Night Fighting special rule, either player can declare that they wish to fight the battle at night. If either player does so, roll a D6 before deployment: on a 2+, the Night Fighting special rule is in effect during Game Turn 1. At the beginning of Game Turn 2, roll a D6, on the score of a 4+ the Night Fighting special rule is in effect during Game Turn 2 as well. At the end of Game Turn 2, all effects of the Night Fighting special rule cease, and the special rule no longer has any effect, unless another special rule states otherwise. While the Night Fighting special rule is in effect, all units on the battlefield are affected by the following conditions:
• All units suffer a -1 penalty to their Leadership and Ballistic Skill.
• No unit may draw line of sight to any unit that is more than 24" away. Barrage weapons targeting units more than 24" away must re-roll all results of ‘Hit’ on the
Scatter dice.
The penalty to Leadership is ignored by any unit with the Fearless or Stubborn special rules. A Primarch unit, or any unit with the Night Vision special rule ignores both the penalties to Leadership and Ballistic Skill and the restrictions on drawing line of sight to other units.
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A model may only attack with this weapon on a turn in which it makes a successful Charge, but does not gain a bonus attack for Charging or from any special rules that would normally grant additional Attacks.
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A unit may re-roll Charge Rolls when attempting to Charge an enemy unit that has suffered one or more Hits from a weapon with the Impale special rule caused by one or more models in the unit for which the Charge was declared in the same player turn. This takes effect even if no Wounds are caused by the Hits.
If one or more Wounds are caused by a weapon with this rule, the affected unit decreases its Initiative characteristic by 1 until the end of the subsequent Assault phase.
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Malefic Aegis confers an Invulnerable Save equal to the value of X. Invulnerable saves granted by Malefic Aegis do not stack with other Invulnerable Saves but can benefit from rules (such as cyber-familiar) that specifically increase existing saves.
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Lies and Obfuscation: A model with this special rule is always considered to be 2" further away than it actually is when measuring range to it from any enemy model for the purpose of resolving a Shooting Attack, Charge or any Reation declared by an enemy model or unit (this is cumulative with any other modifiers to range imposed by special rules, such as Night Fighting or Wargear).
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Encarmine Fury: All models with the Legiones Astartes (Blood Angels) special rule require one lower result To Wound than they would normally, to a minimum of 2+, on any turn in which they are part of a successful Charge against an enemy unit even if that Charge is counted as Disordered. This effect applies regardless of the weapon they are using (for example, if using a Str 4 Melee weapon and attacking a target with a Toughness of 4, the Blood Angel will require a 3+ To Wound, rather than the usual 4+). In addition, any Vehicle with the Legiones Astartes (Blood Angels) special rule that makes a Ram Attack increases the Strength of any Hits inflicted by +1, to a maximum of Strength 10.
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The Hexagrmmaton: All units composed entirely of models with the Legiones Astartes (Dark Angels) special rule must select one of the following Hexagrammaton Unit Sub-types* when chosen during the army selection process: Stormwing, Dreadwing, Deathwing, Ironwing, Firewing or Ravenwing. See the Hexagrmmaton rules that follow for details.
*Some models or units may be required to have a specific Unit Sub-type from this list, if so it will be listed on their profile and cannot be changed.
@@ -17736,30 +24027,46 @@ Models with the Independent Character special rules and a Hexagrammaton Unit Sub
Models in a unit only gain the benefits of a Hexagrammaton Unit Sub-type if that unit is made up entirely of models with the Legiones Astartes (Dark Angels) special rules, and at least one model with a Hexagrammaton Unit Sub-type. However, the models in a unit may only benefit from the rules of a single Hexagrammaton Unit Sub-type in any Game Turn, If, at the start of a player's turn, any unit under that player's control includes models with different Hexagrammaton Unit Sub-type then the controlling player must select one of those Hexagrammaton Unit Sub-types, whose benefits will be applied to the models in that unit until the start of the controlling player's next turn - any other Hexagrammaton Unit Sub-types will grant no benefit to that unit for the duration of the Game Turn.
While Embarked on any model, a unit gains no benefit from any Hexagrammaton Unit Sub-types that any model it includes may possess, but the model they are Embarked on may benefit from any Hexagrammaton Unit Sub-type that it itself Possesses.
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Remorseless: A model with this special rule that does not have the Cavalry Unit Type or Artillery Unit Sub-type ignores any modifiers or restrictions on moving during the movement phase (Including modifiers imposed by Terrain or Restrictions from rules such Pinning which would normally stop them from moving) as long as the model does not Run or make use of another alternative form of Movement such as 'Activating a jump pack, Disembarking, or deploying via Deep Strike. Furthermore, as long as the model has not Run or used another alternative form of Movement in the controlling player's Movement phase, it is counted as Stationary when making shooting attacks until the start of the Controlling Player's next turn. This special rules does not affect whether or not a model may make a Charge, and does not allow models with the Vehicle Unit Type to ignore the effect of an Immobilised result on the Vehicle Damage table (But does allow a model with the Vehicle Unit Type to move even when under the effect of the Crew Stunned result on the Vehicle Damage table)
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Flawless Execution: On a Turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones astartes (Emperor's children) special rule make their attacks in an assault at on initiative step higher than normal - after any initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor's Children) special rule and Vehicle unit type gain a bonus of +1 to all To Hit rolls made for Defensive Weapons when making a Shooting Attack as part of a reaction.
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Violence Incarnate: On any turn in which a unit with this special rule makes a successful Charge it gains +1 Attack for the remainder of that turn in addition to any other bonuses, even if that Charge is considered a Disordered Charge.
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Discipline and Resolve: Models with this special rule gain a bonus of +1 to all To Hit rolls with any Auto weapon or Bolt weapon as part of any Shooting Attack (including as part of any Reaction).
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The Medusa’s Scales: All Shooting Attacks made against a model with this special rule that does not have the Vehicle Unit Type, suffer a modifier of -1 to the Strength of the attack. Models with this special rule and the Vehicle Unit Type instead gain the It Will Not Die (6+) special rule, or if such a model already has a variant of the It Will Not Die special rule then the value of that special rule is increased by +1 (for example, a model with the Vehicle Unit Type that already had the It Will Not Die (6+) and the Legiones Astartes (Iron Hands) special rule would instead gain the It Will Not Die (5+) special rule).
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Wrack & Ruin: When a model with this special rule makes a Shooting Attack or Melee attack targeting a model with the Dreadnought, Automata, Vehicle or Building Unit Type it gains +1 to the Strength of that attack.
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A Talent for Murder: When a unit made up entirely of models with this special rule attacks during the Fight sub-phase or makes a Shooting Attack against an enemy unit that is Pinned, Falling back or outnumbered by the attacking unit it gets a bonus of +1 to all To Wound or Armour Penetration rolls made during the Shooting Attack or Assault.
When determining if a unit is outnumbered, models with the Bulky (X) special rules count as a number of models equal to the value included as part of that special rule. Models with the Vehicle Unit Type count as ten models for the purposes of determining if the model is outnumbered by another unit.
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Shadow and Fury: Models with the Legiones Astartes (Raven Guard) special rule gain one of the following special rules based on the Unit Type and Wargear. either Talons, Falcons or Hawks (See the Shadow and Fury Rules).
@@ -17773,30 +24080,46 @@ Talons – If a unit composed entirely of models with the Talons special rule is
Falcons – Any models with this special rule may re-roll all failed To Wound rolls of ‘1’ in any Assault phase in which they make a successful Charge – even if that Charge is considered Disordered.
Hawks – Any models with this special rule gain the Shrouded (6+) special rule on any turn in which they Run, Move Flat Out or move as a Zooming Flyer, with this benefit lasting until the start of the controlling player’s next turn – or if that model would already gain the Shrouded (6+) special rule, it instead gains the Shrouded (5+) special rule (if the unit already has the Shrouded (5+) or better then it gains no additional benefit).
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Blood of Fire: When rolling To Wound against a model with this special rule for any attack inflicted by a Flame, Melta, Plasma, or Volkite weapon or effect, reduce the result of that roll To Wound by -1 (this does not affect the Strength of the attack, only the result of the roll To Wound). In addition, all models with this special rule that have more than one Wound or Hull point gain the It Will Not Die (6+) special rule.
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Merciless Fighters: During a turn in which a unit made up entirely of models with the Legiones Astartes (Sons of Horus) special rule successfully charges, or are successfully Charged, the Strength of all Melee attacks made against any model in that unit that does not have the Vehicle unit type suffer a modifier of -1. Models with the Vehicle Unit type and this special rule instead inflict an additional 3 Hits (for a total of 1D6+3 Hits, or 2D6+3 if the Vehicle has the Super-heavy Sub-type) on units composed of models that do not have the vehicle Unit Type when conducting a Ramming Attack.
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Bestial Savagery: A unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Space Wolves) special rule that chooses to Run in the Movement phase may still make a Shooting Attack in the Shooting phase, and declare a Charge in the Assault phase of the same turn – but any Shooting Attacks made in the same turn as that in which a unit with this special rule has Run are made as Snap Shots. Units that cannot Run (such as Legion Cataphractii Terminators) or models that do not have the Vehicle or Infantry Unit Type instead gain +1 WS on any turn in which they successfully Charge, even if that Charge is considered Disordered. Models with the Vehicle Unit Type and this special rule that make Ram Attacks increase the Strength of any Hits inflicted as part of that attack by +1, to a maximum of 10.
Any Legion Centrurions, Legion Cataphractii Centurions and Legion Tartaros Centurions with this special rule may not select the Chaplain, Librarian or Primus Medicae Consul Upgrades. Instead these models gain access to the Pack Thegn, Speaker of the Dead and Caster of Runes Upgrades.
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Cult Arcana: All models with the Infantry or Cavalry Unit Type (but not those with the Artillery or Automated Artillery Sub-type) with this special rule gain the Psyker Sub-type (this does not grant any Disciplines, but does not otherwise remove any Discipline a model already has access to). In addition, all models with the Infantry or Cavalry Unit Type and the Character Unit Sub-type that have this special rule must select one Minor Arcana option ( See the Prosperine Arcana special rule). Any model with the Infantry or Cavalry Unit Types and both the independent Character and Legiones astartes (Thousand Sons) special rule that does not already have one or more Psychic Disciplines may be upgraded for +15 additional points to gain a single Psychic Discipline from the Core Psychic Discipline list (see the Horus Heresy Age of Darkness rulebook, page 322).
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The Strength of Wisdom: When rolling To Hit for a model with this special rule as part of a Shooting Attack, add +1 to the result of the roll if the enemy unit targeted by the attack has already been the target of another friendly unit composed entirely of models with this special rule in the same Shooting phase, and if the attacking model is within 6" of a model from that friendly unit. This does not affect attacks made with the Blast or Barrage special rules.
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Swift of Action: All models with this special rule add +1 to their Movement Characteristic and whenever called upon to make a roll to determine which player will take the First Turn or to Seize the Initiative, the controlling player of an army whose Primary Detachment has this special rule may roll an additional dice and discard the lowest rolled dice before determining the result.
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True Believers: A model with this special rule may never have a Leadership Characteristic modified below a value of 6. Furthermore if one or more models with this special rule are part of a combat that results in a draw, then the side that includes one or more models at the end of the fight sub-phase with this special rule is counted as having won the combat by 1 point. If both sides include models with this special rule then the combat remains a draw.
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Lords of Profligacy
After a Shooting Attack has been resolved against a unit composed entirely of models with this special rule, if that unit is not Falling Back, its controlling player can choose for it to become Stupefied. If a unit becomes Stupefied while Pinned or affected by the Blind or Concussive (X) special rules, it ignores the effects of these while Stupefied.
@@ -17809,16 +24132,25 @@ At the end of its controlling player’s following turn, the unit is no longer S
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A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Hereticus (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Hereticus (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Hereticus (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.
Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
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Any Hits scored against a Vehicle with this special rule in close combat (including as part of a Death or Glory Advanced Reaction) are resolved against the Vehicle’s Armour Facing with the lowest value.
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A unit that is comprised entirely of models with this Oath gains a bonus of +1 on all To Hit rolls made for weapons with the Melee type (To Hit rolls that result in a '1' on the dice rolled still trigger such rules as Gets Hot) targeting a unit that includes any models with the variant of the Legiones Astartes (X) special rule that is the target of this Oath.
@@ -17829,16 +24161,22 @@ If there is more than one enemy unit with the variant of the Legiones Astartes (
A Detachment with this Oath may not be selected as part of any army that includes any models with the variant of the Legiones Astartes (X) special rule that is the target of this Oath.
* This Oath may be selected more than once, but a different focus must be selected for each Oath.
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Models with this Oath gain access to any unique Wargear options available to models with the Legiones Astartes (X) rule variant noted as part of this Oath.
This does not allow those models to select Warlord Traits, Rites of War, Consul Types, Praetor upgrades, or other options available to models with that variant of the Legiones Astartes (X) special rule and does not allow the Detachment to include units restricted to Detachments of that Faction.
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Models with this special rule may only be selected as part of a Tercio (see the rules for Tercios on page 68). When a Reaction is declared for a unit with this rule that allows it to make a Shooting Attack or Move, then all units from the same Tercio that are ‘In Formation’ with the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made (all units that Move or Shoot are counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made). A unit is ‘In Formation’ when that unit is in unit coherency and has at least one model within 3" of a model from a different unit in the same Tercio that is also in unit coherency.
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THE LEGIONES AUXILIA (X) SPECIAL RULE
The Legiones Auxilia (X) special rule is intended to represent Solar Auxilia cohorts that fight alongside the forces of the Legiones Astartes during the Horus Heresy, showcasing the unique specialisations, equipment and tactics they adopted in doing so. The Legiones Auxilia (X) special rule may only be applied to an Allied Detachment selected using the Solar Auxilia Army List and where the Primary Detachment’s Warlord has the Legiones Astartes (X) special rule. The Legiones Auxilia (X) special rule is currently intended to be used alongside a Warlord with a base version of the Legiones Astartes (X) special rule and may not be applied to an Allied Detachment selected from the Solar Auxilia Army List in the same army as a Detachment containing models with the Legiones Hereticus (X), Legiones Astartes (Shattered Legions) or Legiones Astartes (Blackshields) special rules.
@@ -17851,7 +24189,9 @@ An Allied Detachment drawn from the Solar Auxilia Army List which has had a vers
When an Allied Detachment drawn from the Solar Auxilia Army List has a version of the Legiones Auxilia (X) special rule applied to it then all models in the Allied Detachment also gain that version of the Legiones Auxilia (X) special rule. Additionally, if a unit which contains one or more models with the Legiones Auxilia (X) special rule has at least one model within 12" of a friendly unit containing one or more models with the corresponding Legiones Astartes (X) special rule when that unit fails a Morale check, the unit containing models with Legiones Auxilia (X) is immediately Pinned.
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When a unit that is composed entirely of models with this special rule is selected as a Troops choice, then up to three such units may be selected to fill that Troops choice slot instead of only one.
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Once deployed onto the battlefield, all units selected in this manner are treated as separate and distinct units or choices for any Primary or Secondary Objectives or other special rules and operate as separate units in all ways. Units selected as part of the same Troops choice may have different options selected for them, and are not required to be identical.
When assigning additional models to units using the Among the Ranks and Militia Medicae Support special rules, each unit selected using the Strength in Numbers special rule is considered separate and may have models assigned to it as per the normal rules as the controlling player chooses.
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Legion Tartaros Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save.
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Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances.
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Combat Air Patrol – This Advanced Reaction may be made whenever any enemy model that has the Vehicle Unit Type and the Flyer Sub-type enters the battlefield from Reserves. The Reactive player may nominate any one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and Flyer Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield, moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its Movement it may immediately make a Shooting Attack targeting the enemy model that triggered this Reaction – as long as it has finished its Movement with line of sight to that model.
Only models with the Vehicle Unit Type and Flyer Sub-type may make the Combat Air Patrol Reaction.
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Vehicle (Transport)
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A Legion Rhino Transport has one Access Point on each side of the hull and one at the rear.
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Vehicle (Transport)
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A Legion Termite Assault Drill has two Access Points, one on each side of the hull.
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Vehicle (Transport, Reinforced)
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One on each side of the hull and one at the front.
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diff --git a/2022 - Mech Library.cat b/2022 - Mech Library.cat
index 9d556887..108c8e3d 100644
--- a/2022 - Mech Library.cat
+++ b/2022 - Mech Library.cat
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• A model of the Armiger Type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that is not also of the Armiger Unit Type may join a unit that includes an Armiger model.
• A model with the Armiger Unit type is affected by the Haywire, Detonation, Armourbane (X) and Battlesmith (X) special rules as if it had the Dreadnought Unit Type.
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The Scout Knights of the Taghmata and Questoris Households often roamed the battlefield independently as the vanguard of their orders. While each war machine strode the battlefield distant from their companions, they shared fierce bonds of fealty and brotherhood.
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.
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Assault 2, Blind, Gets Hot
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Heavy 1, Large Blast (5"), Rending (4+), Shred, Exoshock (4+)
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Heavy 1, Massive Blast (7"), Barrage, Fleshbane, Rad-phage, Ignores Cover, Pinning, Shell Shock (3), Crawling Fire
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A model with an ion gauntlet shield gains a 5+ Invulnerable Save against Shooting Attacks which target its Front or Side Armour Values, and a 5+ Invulnerable Save against all Melee Attacks.
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A model with an ion shield gains a 4+ Invulnerable Save against Shooting Attacks which target its Front Armour Value, and a 5+ Invulnerable Save against Shooting Attacks which target its Side Armour Value.
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A model with an ionic deflector gains a 5+ Invulnerable Save, and any model with an ionic deflector and a Wounds Characteristic gains the Eternal Warrior special rule. In addition, when a model with an ionic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6+3" suffer an automatic Hit atStr 8, AP -.
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@@ -324,7 +430,9 @@ When deployed onto the battlefield (either at the start of the battle or when ar
22
A Triaros Armoured Conveyor has one Access Point on each side of the hull.
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@@ -341,7 +449,10 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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@@ -350,7 +461,10 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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@@ -360,9 +474,14 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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@@ -370,18 +489,31 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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@@ -391,24 +523,34 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Melee, Concussive (3), Ram (D6)
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@@ -418,7 +560,9 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Assault 1, Disruption (6+)
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@@ -426,24 +570,34 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Melee, Disruption (5+)
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@@ -453,19 +607,27 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Melee, Disruption (5+)
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@@ -475,19 +637,27 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Pistol, Disruption (6+)
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@@ -497,19 +667,27 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Rapid Fire, Disruption (6+)
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@@ -519,7 +697,9 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Rapid Fire, Shred
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18"
@@ -527,7 +707,9 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Assault 2, Blind, Ignores Cover
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@@ -537,7 +719,11 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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@@ -547,26 +733,36 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Pistol 1, Brutal (2)
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@@ -576,14 +772,20 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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@@ -595,12 +797,16 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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Infantry (Character, Cybertheurgist, Unique)
@@ -615,31 +821,44 @@ When deployed onto the battlefield (either at the start of the battle or when ar
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If chosen as the army’s Warlord, Archmagos Draykavac automatically has Cruel Taskmaster as his Warlord Trait and may not select any other.
Cruel Taskmaster – If any friendly unit with at least one model within 12" of a Warlord with this Trait fails a Morale check or Pinning test, the controlling player may choose to remove a single model from that unit as a casualty, without any Armour Saves or Damage Mitigation rolls being made, and instead have the unit automatically pass the Morale check or Pinning test without re-rolling any dice.
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Archmagos Draykavac may exchange all his attacks in an Assault phase for a single special Liquifractor attack. This attack Hits automatically and may be used against a single model in base contact with Draykavac at Initiative step 1. To resolve the attack, Draykavac’s player rolls 2D6. If the target has a Toughness Characteristic, they suffer a number of Wounds equal to Draykavac’s roll minus their Toughness Characteristic with an AP value of 2. If the target has an Armour Value, reduce the rolled value by half of the Armour Value struck; the result is the number of Penetrating Hits the Vehicle suffers. For example, if Archmagos Draykavac’s player rolls a result of 9 against a Karacnos Assault Tank with a Rear Armour Value of 12 (halved to 6), three Penetrating Hits are inflicted (9-6=3).
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Archmagos Draykavac has the Artificia Machina and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.
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Archmagos Draykavac may be chosen as an HQ choice in a Traitor Allegiance Mechanicum Detachment, and may also be taken as a Troops choice in an army using the Divisio Tactica: Questoris Household. As part of a Questoris Knights Detachment, Archmagos Draykavac allows Castellax Battle-automata Maniples and Vorax Battle-automata Maniples to be chosen as non-Compulsory Troops choices for any Detachment in which he is included
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@@ -647,14 +866,20 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
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@@ -664,9 +889,13 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
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@@ -684,24 +913,34 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
Archmagos Draykavac increases the Ballistic Skill of any unit he joins by +1. In addition, while Archmagos Draykavac is present on the battlefield and not Embarked in a Building or on a unit with the Transport Unit Sub-type and not locked in combat, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as Archmagos Draykavac has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment.
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@@ -713,59 +952,82 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
If chosen as the army’s Warlord, Archmagos Draykavac automatically has Cruel Taskmaster as his Warlord Trait and may not select any other.
Cruel Taskmaster – If any friendly unit with at least one model within 12" of a Warlord with this Trait fails a Morale check or Pinning test, the controlling player may choose to remove a single model from that unit as a casualty, without any Armour Saves or Damage Mitigation rolls being made, and instead have the unit automatically pass the Morale check or Pinning test without re-rolling any dice.
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@@ -791,16 +1053,33 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
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@@ -814,46 +1093,66 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
• Explorator Synaesthesis: Models in affected units gain the Move Through Cover special rule.
• Deconstructive Confluence: Models in affected units gain the Wrecker special rule.
• Extinction Interlock: Models in the affected units gain the Preferred Enemy (Infantry) special rule.
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So long as a unit contains at least five models with a Kyropatris field generator, all models in the unit may re-roll failed Armour Saves of 1. In addition, if the unit contains at least 10 models with Kyropatris field generators then all Shooting Attacks made against the unit suffer a modifier of -1 to the Strength of the attack (to a minimum of Strength 1).
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@@ -861,24 +1160,33 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
Mag-inverter shields confer a 5+ Invulnerable Save. A model with a mag-inverter shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.
Invulnerable Saves granted by a mag-inverter shield do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose one to use.
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@@ -904,20 +1212,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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18
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@@ -937,7 +1251,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -950,7 +1267,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -959,7 +1279,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -989,33 +1312,56 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1041,20 +1387,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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24
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@@ -1074,7 +1426,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1086,7 +1441,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1095,7 +1453,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1104,7 +1465,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1113,7 +1477,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1122,7 +1489,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1138,7 +1508,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Destroyer 1, Apocalyptic Mega-blast, Barrage, Seismic Shock, Concussive (1)
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@@ -1148,13 +1520,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1164,7 +1542,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Destroyer 1, Apocalyptic Blast (10"), Sunder
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@@ -1174,9 +1554,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1205,34 +1592,57 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1258,20 +1668,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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12
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@@ -1291,7 +1707,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1303,7 +1722,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1332,34 +1754,57 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1385,20 +1830,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1421,7 +1872,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1429,7 +1883,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1444,7 +1902,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1452,7 +1913,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1463,14 +1928,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1479,7 +1951,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1488,7 +1963,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1517,22 +1995,41 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1550,24 +2047,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1585,9 +2092,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1596,9 +2107,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1606,9 +2121,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1616,9 +2135,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1626,9 +2149,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1638,14 +2165,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1661,14 +2194,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -1683,14 +2222,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
9
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@@ -1707,7 +2251,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1725,7 +2273,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 4, Skyfire, Twin-linked
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@@ -1734,12 +2284,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1752,9 +2310,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1763,7 +2326,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1790,11 +2355,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1803,7 +2374,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1830,7 +2411,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
3+
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@@ -1839,7 +2422,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1849,9 +2434,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1867,7 +2456,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 2, Sunder, Rending (6+)
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64"
@@ -1875,21 +2466,30 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 2, Ignores Cover, Rending (6+)
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@@ -1902,10 +2502,15 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1913,7 +2518,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1923,7 +2530,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1931,7 +2547,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1958,7 +2579,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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3+
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@@ -1967,7 +2590,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1977,9 +2602,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -1995,7 +2624,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Shred
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@@ -2003,7 +2634,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2017,20 +2653,29 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 2, Armourbane (Melta), Twin-linked
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@@ -2043,10 +2688,15 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2054,7 +2704,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2064,7 +2716,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2072,7 +2733,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2093,24 +2759,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2133,9 +2809,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2143,9 +2823,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2156,9 +2840,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2170,9 +2858,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2180,9 +2872,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2190,24 +2886,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -2222,7 +2928,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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7
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@@ -2231,18 +2940,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2259,7 +2976,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Ordnance 1, Shred
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@@ -2269,7 +2988,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2278,14 +3002,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2293,14 +3021,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2320,13 +3055,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2335,12 +3076,25 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2361,24 +3115,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2401,9 +3165,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2411,9 +3179,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2421,9 +3193,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2431,9 +3207,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2445,14 +3225,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2463,19 +3249,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -2490,7 +3284,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2499,18 +3296,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2527,7 +3332,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Heavy 18, Pinning, Shell Shock (1), Twin-linked
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@@ -2535,13 +3342,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2550,14 +3364,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2565,14 +3383,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2593,12 +3418,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Deflagrate, Tempest
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Instead of making a Melee Attack, a model with a weapon with this special rule may make a special attack at Initiative step 2. This automatically inflicts a single Hit against each model (friendly or enemy) in contact with the attacking model’s base, using the profile of the weapon with this special rule.
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@@ -2606,7 +3435,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2615,12 +3450,25 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2641,24 +3489,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2681,9 +3539,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2691,9 +3553,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2701,9 +3567,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2711,9 +3581,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2725,14 +3599,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2743,19 +3623,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -2770,7 +3658,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2779,18 +3670,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2800,14 +3699,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2815,14 +3718,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2843,7 +3753,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Reach (1), Exoshock (5+)
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18"
@@ -2851,29 +3763,42 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Heavy 6, Concussive (2)
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@@ -2882,12 +3807,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2908,24 +3845,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2948,9 +3895,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2958,9 +3909,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2968,9 +3923,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2978,9 +3937,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -2992,14 +3955,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3010,19 +3979,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -3037,7 +4014,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3046,18 +4026,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3071,15 +4059,22 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3091,21 +4086,30 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3117,10 +4121,15 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3130,11 +4139,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3143,14 +4157,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3158,14 +4176,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3174,7 +4199,15 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3193,24 +4226,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3234,9 +4277,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3244,9 +4291,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3254,9 +4305,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3264,9 +4319,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3276,9 +4335,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3287,24 +4350,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -3319,7 +4392,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
9
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@@ -3328,24 +4404,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3357,7 +4443,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3366,7 +4455,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3375,7 +4467,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3384,7 +4479,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3411,11 +4508,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3424,7 +4527,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3445,24 +4557,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3488,9 +4610,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3498,9 +4624,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3508,9 +4638,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3518,9 +4652,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3532,14 +4670,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3550,19 +4694,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -3577,12 +4729,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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When making Shooting Attacks against targets with the Super-heavy Vehicle, Knight or Titan Unit Types or the Monstrous Sub-type, a model with this special rule counts all of its ranged weapons as twin-linked.
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@@ -3591,18 +4748,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3621,12 +4786,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Heavy 1, Large Blast (5"), Haywire, Concussive (1), Graviton Singularity
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Before firing a weapon with this special rule, roll a D6. On a 1, the firing unit suffers a single Wound against which no Saves or Damage Mitigation rolls may be made. A model with the Vehicle Unit Type instead suffers 1 Hull Point against which no Saves or Damage Mitigation rolls may be made. On a 2-5, the weapon fires normally. On a result of a 6, the attack is carried out with the Vortex special rule.
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@@ -3635,13 +4804,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3650,7 +4827,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3677,9 +4856,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3687,14 +4870,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3715,7 +4905,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Ordnance 1
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@@ -3723,7 +4915,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Melee, Cumbersome, Armourbane, Instant Death
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@@ -3732,13 +4926,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3747,12 +4948,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3773,24 +4989,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3813,9 +5039,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3823,9 +5053,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3833,9 +5067,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3843,9 +5081,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3857,14 +5099,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3875,19 +5123,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -3902,7 +5158,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3911,18 +5170,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3938,19 +5205,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3964,10 +5239,15 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3976,7 +5256,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3986,7 +5269,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -3994,14 +5279,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4010,7 +5302,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4031,24 +5332,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4071,9 +5382,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4081,9 +5396,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4091,9 +5410,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4101,9 +5424,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4115,14 +5442,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4133,19 +5466,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Vehicle (Knight)
@@ -4160,7 +5501,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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7
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@@ -4169,18 +5513,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4198,7 +5550,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 5, Deflagrate
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@@ -4206,7 +5560,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4220,10 +5579,15 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4232,7 +5596,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4262,9 +5629,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4272,14 +5643,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4288,7 +5666,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4298,7 +5685,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Melee, Shred, Destructor, Instant Death, Armourbane (Melee)
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@@ -4308,12 +5697,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4326,12 +5721,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4344,17 +5743,23 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Automata (Cybernetica)
@@ -4380,9 +5785,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
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-
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@@ -4391,30 +5800,46 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4428,14 +5853,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4449,23 +5881,32 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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A Castellax with two power blade arrays gains an additional Attack.
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@@ -4473,17 +5914,25 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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*A Castellax with two shock chargers gains an additional Attack. This additional Attack is not included in the characteristics profile above.
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@@ -4491,14 +5940,23 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
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@@ -4506,13 +5964,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4524,12 +5986,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4537,9 +6003,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4548,18 +6021,25 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4568,7 +6048,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4577,12 +6066,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4592,9 +6086,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4604,7 +6106,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 2, Blind, Lance, Gets Hot
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+
@@ -4614,7 +6118,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
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@@ -4624,14 +6132,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 4, Rending (6+), Twin-linked, Sunder, Skyfire
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-
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@@ -4639,7 +6151,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
+
+
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@@ -4649,7 +6165,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 6, Ardex-defensor
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+
+
+
@@ -4657,7 +6175,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
+
+
+
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@@ -4667,7 +6189,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 1, Ardex-defensor, Sunder, Twin-linked
-
+
+
+
@@ -4677,7 +6201,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
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@@ -4690,12 +6218,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4708,17 +6240,23 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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-
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Automata (Cybernetica)
@@ -4733,14 +6271,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
3+
-
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+
+
+
-
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@@ -4757,7 +6300,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
6
Heavy 1, Blast (3"), Pinning
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+
+
+
48"
@@ -4765,7 +6310,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
6
Heavy 1, Blast (3"), Ignores Cover
-
+
+
+
48"
@@ -4773,7 +6320,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 1
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@@ -4783,7 +6332,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4791,31 +6345,42 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4824,7 +6389,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4834,9 +6408,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4846,7 +6427,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Armourbane (Melee), Concussive (2)
-
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+
+
Template
@@ -4854,24 +6437,32 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
6
Heavy 1, Concussive (1), Graviton Pulse*, Grav Wave, Haywire
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@@ -4879,7 +6470,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4889,7 +6484,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
Heavy 3, Shred
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+
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+
18"
@@ -4897,20 +6494,28 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
5
Heavy 1, Rending (4+), Shred
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@@ -4920,7 +6525,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 4, Pinning
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@@ -4928,7 +6535,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -4938,12 +6549,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
5
Assault 3
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-
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@@ -4953,7 +6569,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Destroyer 1, Apocalyptic Mega-blast, Barrage, Seismic Shock, Concussive (1)
-
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+
+
@@ -4963,13 +6581,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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-
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@@ -4979,7 +6603,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Ordnance 1, Large Blast (5"), Breaching (4+), Ignores Cover, Reactor Overload
-
+
+
+
@@ -4987,14 +6613,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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-
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@@ -5004,32 +6636,44 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 3, Armourbane (Ranged), Shock Pulse
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@@ -5046,12 +6690,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5059,14 +6707,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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-
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@@ -5075,7 +6729,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.
-
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@@ -5092,17 +6748,23 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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-
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Automata (Cybernetica, Heavy)
@@ -5117,14 +6779,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
2+
-
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+
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-
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@@ -5132,37 +6799,52 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5175,17 +6857,23 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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+
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-
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-
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Automata (Cybernetica, Heavy)
@@ -5200,7 +6888,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
2+
-
+
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+
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@@ -5209,17 +6900,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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A single Thanatar Siege-automata Maniple unit consisting of a single model may be taken as a non-Compulsory HQ choice in a Detachment that includes a model with this special rule. This model must be replaced with a Thanatar-Calix and may not take the Paragon of Metal upgrade. While wholly within 6" of a Thanatar-Calix taken as an HQ choice in this way, friendly Myrmidon Secutor Hosts and Myrmidon Destructor Hosts gain the Line Unit Sub-type and add +1 to the Wounds score used to determine if they win a combat in the Assault phase.
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@@ -5227,32 +6925,51 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5265,24 +6982,44 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5292,7 +7029,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Melee, Sunder, Destructor
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@@ -5301,7 +7040,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
+
+
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@@ -5311,7 +7054,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 4, Pinning, Twin-linked
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+
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@@ -5320,7 +7065,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5334,12 +7083,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5352,17 +7105,23 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Automata (Cybernetica, Light)
@@ -5388,9 +7147,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5399,26 +7162,40 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5429,14 +7206,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5448,18 +7235,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5469,12 +7264,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5485,14 +7284,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5500,9 +7303,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5511,12 +7322,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5526,16 +7342,27 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5543,7 +7370,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5553,7 +7383,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 2, Sunder, Instant Death
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+
+
-
@@ -5561,7 +7393,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Melee, Unwieldy, Cumbersome, Armourbane (Melee), Instant Death
-
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@@ -5571,13 +7405,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5587,7 +7427,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Ordnance 2, Large Blast (5")
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+
@@ -5597,7 +7439,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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+
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@@ -5607,7 +7453,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Heavy 1, Large Blast (5"), Armourbane (Melta)
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+
+
@@ -5615,12 +7463,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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+
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-
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@@ -5630,7 +7484,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Sunder
-
+
+
+
@@ -5638,7 +7494,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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+
+
+
+
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@@ -5648,7 +7508,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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+
+
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@@ -5656,7 +7518,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5664,7 +7529,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -5675,12 +7543,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
A model with a Mechanicum Protectiva gains a 4+ Invulnerable Save.
Invulnerable Saves granted by a Mechanicum Protectiva do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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@@ -5701,12 +7575,18 @@ Invulnerable Saves granted by a Mechanicum Protectiva do not stack with other In
• Until the start of the controlling player’s next turn as the Active player, the unit may ignore the restriction against making Reactions imposed by the Automata Unit Type.
The Cybertheurgist’s controlling player may choose to make a Cybertheurgy check before using this power, if the Check is successful then two different options may be applied to the target unit instead of one. If the Check is failed then no options may be chosen and the Cybertheurgist suffers Cybertheurgic Feedback.
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@@ -5720,7 +7600,9 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
1
Assault 1, Data-djinn, Instant Death, Cybertheurgic Focus
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+
+
@@ -5730,12 +7612,21 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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-
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@@ -5751,12 +7642,18 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may apply the effects of any version of the Battlesmith (X) special rule they have to a single model with the Vehicle, Dreadnought or Automata Unit Type that is within 12" of the Cybertheurgist. The effect is rolled for as normally required by the Battlesmith (X) special rule, but does not require the Cybertheurgist to be in base contact or Embarked upon the model. If successful, the controlling player may choose to make a Cybertheurgy check for the Cybertheurgist model, if successful then the effect of the Battlesmith (X) special rule is applied twice without further rolls (i.e., an additional Wound is restored, or an additional Weapon Destroyed result removed from the target, etc.). If the Cybertheurgy check is failed then the Cybertheurgist suffers Cybertheurgic Feedback.
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@@ -5770,7 +7667,9 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
1
Assault D6, Haywire, Data-djinn, Cybertheurgic Focus
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+
+
+
@@ -5779,12 +7678,21 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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-
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@@ -5800,12 +7708,18 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single Building, Fortification or enemy unit with the Transport Unit Sub-type that has an enemy unit Embarked within and is within 12" of the Cybertheurgist and must then make a Cybertheurgy check. If the Check is successful then the enemy unit Embarked on the chosen target must immediately make an emergency Disembarkation and once Disembarked must make a Pinning test. If the Cybertheurgy check is failed then the Cybertheurgist suffers Cybertheurgic Feedback.
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-
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@@ -5819,7 +7733,9 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
1
Melee, Data-djinn, Armourbane, Exoshock (3+), Unwieldy, Cumbersome, Cybertheurgic Focus
-
+
+
+
@@ -5828,7 +7744,9 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
-
+
+
+
@@ -5836,12 +7754,21 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
-
+
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-
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@@ -5857,12 +7784,18 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single enemy unit with a model within 12" that is entirely composed of models with the Vehicle or Automata Unit Type. The Cybertheurgist’s controlling player may immediately make a Shooting Attack as if they controlled the chosen unit – this Shooting Attack may target any unit that is considered an enemy unit by the Cybertheurgist’s controlling player and is made as Snap Shots. The Cybertheurgist may choose to make a Cybertheurgy check before making this Shooting Attack, if successful the Shooting Attack is made using the Cybertheurgist’s BS and is not made as Snap Shots. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback and no Shooting Attack is made. An enemy unit used to make a Shooting Attack with this Rite may attack normally in its controlling player’s turn and gains the Hatred (Cybertheurgists) special rule for the rest of the battle.
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@@ -5876,7 +7809,9 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
-
Assault 6, Data-djinn, Blind, Vox Silence, Cybertheurgic Focus
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@@ -5887,12 +7822,21 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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@@ -5908,24 +7852,35 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single friendly unit within 12" that is entirely composed of models with the Infantry Unit Type and is of the Mechanicum Faction. The chosen unit may immediately move a number of inches up to twice its unmodified Initiative Characteristic directly towards the nearest enemy unit. If the chosen unit has mixed Initiative Characteristics, use the highest unmodified Characteristic. The Cybertheurgist’s controlling player may choose to make a Cybertheurgy check for the Cybertheurgist. If the Check is successful, then the chosen unit gains the Hammer of Wrath (1) and Furious Charge (1) special rules until the end of the subsequent Assault phase. If the Check is failed, the chosen unit and the Cybertheurgist suffer Cybertheurgic Feedback.
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Melee, Fleshbane, Rad-phage, Concussive (3), Cybertheurgic Focus
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Heavy 4, Shred, Disruption (4+)
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Heavy 1, Blast (3"), Rending (4+), Shred, Exoshock (4+)
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Any model with an Incunabulan jet pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. Models with an Incunabulan jet pack may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their size due to the Bulky (X) special rule.
During any Reaction that allows a unit to Move, a unit composed entirely of models with Incunabulan jet packs increases the distance of that Move by 6 and allows it to ignore terrain in the same manner as other Incunabulan jet pack moves.
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A unit composed entirely of models with Utan jump boosters may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance, see the Horus Heresy: Age of Darkness rulebook, page 181). In addition, the unit ignores terrain while Moving and Charging. A unit that ends or begins its movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Utan jump boosters, and treats all Difficult Terrain as Dangerous Terrain.
A unit composed entirely of models with Utan jump boosters may not Run. During Reactions made in any Phase, a unit composed entirely of models with Utan jump boosters may not activate them to gain any bonus to their Movement Characteristic. Any model with an Utan jump booster also gains the Deep Strike special rule. Additionally, models with an Utan jump booster may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their Unit Type and their size due to the Bulky (X) special rule.
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Any melee Hits allocated to models locked in combat with one or more units that include a model with a rad furnace require one lower result To Wound than they would normally, to a minimum of 2+. This effect is not cumulative with itself if more than one model in a combat has a rad furnace. Models with rad furnaces are immune to the effects of rad grenades, the Rad-phage special rule and the rad furnaces of models they are locked in combat with. In addition, Hits from weapons with the Rad-phage special rule that are allocated to a model with a rad furnace only successfully wound on a To Wound roll of a 6+.
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Melee, Breaching (4+), Murderous Strike (6+), Reach (2)
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A model equipped with a prehensile dataspike may make an additional single attack per turn as well as any they would normally be eligible to make. These attacks are made using the weapon profiles shown below.
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Pistol 1, Fleshbane, Rad-phage
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Heavy 1, Fleshbane, Rad-phage, Torrent (12")
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Assault 2
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Assault 2, Blind, Lance, Gets Hot
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Heavy 2, Graviton Pulse*, Concussive (1), Haywire
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Heavy 1, Blast (3"), Blind
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Heavy 1, Blast (3"), Blind
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Heavy 2, Blast (3"), Concussive (1), Graviton Pulse*, Haywire
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Heavy 5, Deflagrate
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Ordnance 4, Pinning
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The Lorica Thallax confers a 4+ Armour Save. In addition, a unit that includes any models with Lorica Thallax may not make Sweeping Advances.
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Assault 2, Deflagrate
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Melee, Instant Death, Prisoned
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A weapon with this special rule may only target models with the Infantry Unit Type, and a model attacking with a weapon with this special rule makes only a single attack (regardless of any other factors).
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Melee, Rampage (D3), Disruption (5+)
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Assault 2
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In Disgrace All Are Equal
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The Flesh Is Weak
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Ordnance1, Barrage, Large Blast (5"), Pinning, Ignores Cover
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Heavy 4, Armourbane (Melta), Twin-linked
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Ordnance 1, Barrage, Large Blast (5"), Shred, Pinning, Twin-linked
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Heavy 18, Pinning, Shell Shock (1)
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Melee, Brutal (3), Shred
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Assault 9, Pinning, Shred
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Ordnance 1, Blast (3"), Sunder, Rending (5+), Brutal (3)
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Assault 1, Torrent (6")
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Melee, Brutal (2), Sunder
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Melee, Rending (6+)
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Heavy 1, Impale
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Melee, Brutal (3)
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Heavy 3, Rending (6+), Twin-linked
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Heavy 1, Blast (3"), Breaching (5+), Fleshbane
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• All models in the chosen unit improve their Invulnerable Save by 1, to a maximum of 3+, until the beginning of the controlling player’s next turn, (e.g., a model with an Invulnerable Save of 5+ improves their save to 4+).
• All models in the unit add 1 to their WS and I characteristics until the end of the subsequent Assault phase.
The Cybertheurgist’s controlling player may choose to make a Cybertheurgy check before using this power. If the Check is successful then two different options chosen from the above list may be applied to the target unit instead of one. If the Check is failed then no options may be chosen – the Cybertheurgist suffers Cybertheurgic Feedback and the Cybertheurgist may not use another Cybertheurgic Rite during this Shooting phase.
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Assault 3, Blind, Deflagrate, Cybertheurgic Focus
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The Corpus Skitarii confers a 4+ Armour Save. In addition, a model with Corpus Skitarii may re-roll Feel No Pain Damage Mitigation rolls which are the result of attacks made by weapons with the Poisoned (X) or Rad-phage special rules
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Melee, Reach (2), Exoshock (6+)
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A model with this upgrade increases its Weapon Skill Characteristic by +1, and gains the Character Unit Sub-type and the Dolorous special rule.
Dolorous: A model with this special rule may attempt to make Sweeping Advances (as an exception to the normal rules for models with the Knight Unit Sub-type).
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A model with this upgrade must reduce its Weapon Skill and Ballistic Skill Characteristics by -1 and its Movement Characteristics by -2.
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A model with this upgrade increases its Ballistic Skill Characteristic by +1 and gains the Character Unit Sub-type and Arbalester special rule.
Arbalester: When a model with this special rule is required to make a Scatter roll, roll an additional Scatter dice and the model’s controlling player chooses which is used to determine the results of the Scatter roll.
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Only a single unit in a Questoris Household Detachment may be upgraded to have the Seneschal rank, and an Acastus Knight Porphyrion or Acastus Knight Asterius may not be given this upgrade.
A model with this upgrade gains the Character Unit Sub-type and increases its Weapon Skill and Ballistic Skill Characteristics by +1. In addition, if the Questoris Household Detachment is the Primary Detachment of the army, then a model with this upgrade must be chosen as the army’s Warlord. If selected as the army’s Warlord, a model with this upgrade automatically gains the Master of the Household Warlord Trait:
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A model with this upgrade increases its Weapon Skill Characteristic by +1 and gains the Character Unit Sub-type and the Aucteller special rule.
Aucteller: When engaged in a Challenge against an enemy model with the Knight, Titan or Monstrous Unit Sub-type, the Primarch Unit Type or a model with a Wounds Characteristic of 8 or higher, a model with this special rule gains +1 Weapon Skill and +1 Attack. This bonus to Weapon Skill is in addition to the +1 Weapon Skill increase from the Aucteller upgrade detailed above.
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A model with this upgrade increases its Hull Points by +1, gains the Character Unit Sub-type and the Implacable special rule.
Implacable: No attack targeting a model with this special rule may inflict more than a single Hull Point of damage, including those attacks with the Exoshock (X) special rule
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A model with this upgrade increases its Ballistic Skill Characteristic by +1 and gains the Character Unit Sub-type and Preceptor special rule.
Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at least one model within 6" of a friendly model with this special rule increase the Leadership of all models in the unit to 9.
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@@ -7581,19 +10122,31 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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A model with this upgrade increases its Movement Characteristic by +4 and gains the Character Unit Sub-type and the Scout and Outflank special rules. An Acastus Knight Porphyrion may not be given this upgrade.
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• Master Technomancer: Models with the Battlesmith (X) special rule in a Detachment that includes a model with this special rule may add the following effect to the list of options they may apply to units with the Vehicle, Dreadnought or Automata Unit Type targeted by the Battlesmith (X) rule:
- Until the end of the Shooting phase, the target unit may make Shooting Attacks using the Ballistic Skill of the model that successfully used the Battlesmith (X) rule.
- Until the end of the Shooting phase, the target gains the Power of the Machine Spirit special rule. This effect may only be applied to units with the Vehicle Unit Type.
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@@ -7624,7 +10182,9 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
• Networked Sensorium Protocols: When making Shooting Attacks, models with the Automata Unit Type in a Detachment that includes a model with this special rule reduce the benefits of any Cover Save the target unit has by -2 (a 4+ becoming a 6+, a 5+ being ignored entirely, and so on) if the model making the Shooting Attack is within 12" of two or more friendly models with cortex controllers.
• Preservation Protocols: A model with this special rule gains the Patris Cybernetica special rule. In addition, when joined to a unit with the Automata Unit Type, any Wounds which would be allocated to the Character (even those caused by the Precision Strikes (X) or Sniper special rules) may instead be allocated to a model with the Automata Unit Type first.
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@@ -7632,7 +10192,11 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -7643,12 +10207,17 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
- The unit may immediately move a number of inches equal to twice the Initiative Characteristic of the majority of models in the unit. This movement is not Running, and therefore, if the unit did not Run in the Movement phase, it may still make Shooting Attacks and declare a Charge as normal for the remainder of the turn.
• The Sanguine Hook: A model with this special rule gains the Ephemera Lacyraemarta Cybertheurgic Arcana, but may not select any other Cybertheurgic Arcana from those available with the Cybertheurgist special rule.
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@@ -7658,19 +10227,26 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
• Rector Aedificii: Models with the Battlesmith (X) special rule in a Detachment that includes a model with this special rule may repair Buildings in addition to units with the Vehicle, Dreadnought or Automata Unit Type. In addition, they add the following effects to the list of options they may apply to models targeted by the Battlesmith (X) rule:
- Until the start of the controlling player’s next turn, any Hits allocated to the chosen model, with the Breaching (X), Exoshock (X) or Rending (X) special rules only affect that model on a D6 roll of a 6 instead of their usual effect.
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@@ -7683,32 +10259,45 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
- Court of Executioners: A unit with this special rule may include up to two additional Arcuitor Magisterium for 110 points each. When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be deployed within unit coherency, but afterwards operate independently and are not treated as a unit.
• Scindex-malagrus: A model with this special rule gains the Preferred Enemy (Characters), Precision Strikes (5+) and the Monster Hunter special rules. In addition, a model with this special rule increases their Weapon Skill Characteristic to 5 and Attacks Characteristic to 3.
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@@ -7717,24 +10306,35 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
• The Myrmidon Host: Myrmidon Secutor Hosts in a Detachment that includes a model with this special rule may be taken as Troops choices and Myrmidon Destructor Hosts may be taken as Elites choices.
• Vessel of Destruction: A model with this special rule gains the Hatred (Everything) and Bulky (3) special rules. In addition, a model with this special rule increases their Wound Characteristic to 5.
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@@ -7747,14 +10347,22 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
• Harbinger of Devastation: During the battle’s set-up, but before Objective markers have been placed or deployment has been determined, the player that controls a model with this special rule may nominate up to three areas of terrain, Buildings, or Fortifications. If the chosen item is an area of terrain that provides a Cover Save, then that Cover Save is removed and the area counts as both Difficult Terrain and Dangerous Terrain. If the item chosen is a Building or Fortification then all rolls on the Building Damage table made for that Building or Fortification gain a modifier of +1. If two or more players control models with this special rule, they roll off. They then take turns nominating terrain, starting with the winner of the roll-off, until each player has nominated three pieces of terrain, or chosen to pass. A piece of terrain can only be nominated once by this rule.
• Secrets of Annihilation: A model with this special rule gains the Artificia Reductor Cybertheurgic Arcana, but may not select any other Cybertheurgic Arcana from those available with the Cybertheurgist special rule.
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@@ -7766,11 +10374,17 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -7780,11 +10394,17 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -7844,26 +10484,38 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -7898,9 +10554,13 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -7911,12 +10571,19 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
A Warlord with this Trait and any friendly unit with at least one model within 6" that is Pinned may still move and declare Charges, but is limited to only firing Snap Shots until it is no longer Pinned. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty
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@@ -7926,9 +10593,13 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -7939,12 +10610,19 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
If, at no point during this Warlord’s controlling player’s turn as the Active player, a Warlord with this Trait has neither made a Shooting Attack or been locked in combat then they gain an additional Reaction in each Phase of the following turn as the Reactive player. In addition, a Warlord with this Trait and any unit it has joined gains +1 WS and +1 BS when making attacks as part of any Reaction and +3 Initiative or +3 Movement when making a move as part of any Reaction.
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@@ -7954,9 +10632,13 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -7967,12 +10649,19 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
On the second turn of each combat a Warlord with this Trait is engaged in, and each turn it is locked in the same combat after that, it gains a bonus of +1 to its WS and +1 Strength (to a maximum of 10). Once a given combat has ended and the Warlord is no longer locked in combat, the Warlord’s WS and Strength Characteristics are reset to the original values. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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@@ -7982,9 +10671,13 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -7992,9 +10685,13 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -8006,14 +10703,25 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
Any friendly model with the Vehicle Unit Type and the Knight Unit Sub-type within 8" of a Warlord with this Warlord Trait may make Reactions as per the standard rules, ignoring the usual restriction for Knights and Titans. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty.
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@@ -8043,9 +10762,13 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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@@ -8053,24 +10776,37 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
A model with this upgrade gains the Character Unit Sub-type and increases its Weapon Skill and Ballistic Skill Characteristics by +1. In addition, if the Questoris Household Detachment is the Primary Detachment of the army, then a model with this upgrade must be chosen is the army’s Warlord. If selected as the army’s Warlord, a model with this upgrade automatically gains the following Warlord Trait:
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A model with this Dark Blessing gains the Character Unit Sub-type and must reduce its Weapon Skill and Ballistic Skill Characteristics by -1. In addition, for each model with this Dark Blessing, all models in a single unit made up entirely of models with the Armiger Unit Type, selected as part of the same Detachment, gain the Rage (2) special rule for no additional points cost.
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At the end of each of the controlling player’s turns in which a model with this upgrade inflicts at least one unsaved Wound or Hull Point with a weapon with the Melee type, it gains the It Will Not Die (6+) special rule until the end of the battle. If the model already has the It Will Not Die (X) special rule, it increases the value of X by 1, up to a maximum of 4+.
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@@ -8078,37 +10814,53 @@ Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at lea
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A model with this upgrade increases its Ballistic Skill Characteristic by +1 and gains the Character Unit Sub-type and Commanding Presence special rule.
Commanding Presence: Armiger Warglaives or Armiger Helverins units that have at least one model within 6" of one or more friendly models with this special rule at the start of a turn increase their Movement Characteristic by +2 until the end of that player turn.
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A model with this upgrade must reduce its Movement Characteristic by -2 and gains the Unrelenting special rule.
An Acastus Knight Porphyrion or Acastus Knight Asterius may not be given this Dark Blessing.
Unrelenting: Each time a model with this special rule suffers an Explodes result on the Vehicle Damage chart, it loses 1 extra Hull Point instead of D3, in addition to the Hull Point it loses for the Penetrating Hit
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A model with this upgrade gains the Character and Psyker Unit Sub-types, and Infernal Rites Psychic Discipline. When making a Psychic check, a model with this upgrade always counts as having a Leadership Characteristic of 7 regardless of any modifiers or effects.
Psychic Discipline: Infernal Rites
A Psyker with this Discipline gains the listed Power, weapon and special rules but does not gain the Aetheric Lightning Psychic Weapon.
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@@ -8118,12 +10870,16 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
2
Heavy 1, Blast (3"), Guided Fire, Psychic Focus
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At the start of any of the controlling player’s turns, a model with this power may choose to make a Psychic check. If the Check is passed, the model with this power gains +1 to their Invulnerable Save, to a maximum of 3+, until the start of the controlling player’s next player turn. If the Check is failed, the model suffers Perils of the Warp and gains no benefit.
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@@ -8131,12 +10887,19 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
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A model with this upgrade increases its Weapon Skill Characteristic by +1, and gains the Character Unit Sub-type and the Marked for Death special rule.
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@@ -8144,27 +10907,41 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
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No enemy unit that has one or more models within 8" of a model with this Dark Blessing may have a Reaction declared for it in any Phase unless that unit’s controlling player first passes a Leadership test for the unit that they wish to declare a Reaction for. If the Test is passed then a Reaction may be declared and resolved as normal. If the Test is failed then that unit may not have any Reactions declared for it in the current player turn, but the controlling player does not lose a point of their Reaction Allotment.
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A model with this upgrade increases its Weapon Skill Characteristic by +1 and gains the Character Unit Sub-type. In addition, it may exchange a single weapon with the Melee type to an Ionic Lash.
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@@ -8174,49 +10951,79 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
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A model with this special rule may increase its Movement Distance by 4" in any Movement phase, but if it does so it may not make any Shooting Attacks in the subsequent Shooting phase. Note this model may still Charge in the Assault phase. In addition, when declaring a Charge after making a Shooting Attack, a model with this special rule may Charge a unit that it did not target in that turn’s Shooting phase, provided that the target of the Charge meets all other criteria of a valid Charge target.
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When a model with a weapon with this special rule performs a Ram Attack, it inflicts a number of additional hits equal to the value of X. These additional hits are resolved using the profile of the weapon with this special rule.
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A model with this special rule must re-roll failed Dangerous Terrain tests.
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A model with the Knight or Titan Unit Sub-types that has weapons with this special rule may make the Overwatch Reaction when it is triggered by models that do not have the Knight, Titan, Super-heavy, or Lumbering Unit Sub-types, or that have fewer than 8 Wounds. When making Shooting Attacks as part of the Overwatch Reaction, the Reacting model may only make Shooting Attacks with weapons with this special rule.
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A model with this special rule ignores all Psychic Powers and Cybertheurgic Rites and Attacks made by Psychic and Cybertheurgic Weapons. In addition, a model with this special rule ignores the effects of the Haywire and Disruption (X) special rules. In all cases, weapons which benefit from these special rules must attempt to damage a model with this special rule normally using the attack’s Strength value. In addition, all friendly Mechanicum units with at least one model within 24" of a model with this special rule gain the Fearless special rule.
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A model with this special rule may not embark upon any model with the Transport Unit Sub-type, regardless of its Unit Type or any special rules the model with the Transport Sub-type may have.
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Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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When allocated to a model that does not have the Automata, Vehicle or Dreadnought Unit Types or is not a Building or Fortification, any Hits from a weapon with this special rule automatically fail to Wound without any dice being rolled and regardless of the weapon’s Strength or the target’s Toughness.
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Any models with the Infantry or Cavalry Unit Types in a unit that suffers one or more Hits from a weapon with this special rule must reduce their Leadership by -2 until the start of their controlling player’s next turn. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Vox Silence special rule at a time. Nor is it cumulative with other special rules that negatively modify Leadership. Always use the highest single modifier among those applicable. In addition, units affected by this special rule do not gain the benefits of nuncio vox, command vox or other similar Wargear items until the start of their controlling player’s next turn. Units that include one or more models with the Stubborn special rule ignore this effect.
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An Independent Character with this special rule may join a unit composed of models with the Automata Unit Type or Monstrous Unit Sub-type. However they cannot join a unit which contains models of any other Unit Type if the model with this rule also has the Automata or Dreadnought Unit Type, or the Monstrous Unit Sub-type.
-
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When making Shooting Attacks, djinn-sight reduces the benefits of any Cover Save the target unit has by -2 (a 4+ becoming a 6+, a 5+ being ignored entirely, and so on). Additionally, Infiltrators may not be set up within 24" of units with this special rule, regardless of line of sight.
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• Units including models with the Guardian Unit Sub-type may Embark freely upon models with the Transport Unit Sub-type and within Buildings and Fortifications as if they had the Infantry Type, even if their Unit Type would normally restrict this.
• Units including models with the Guardian Unit Sub-type may be joined by friendly models with the Character Unit Sub-type or Independent Character special rule, and when they are joined in this manner may make Reactions, even if their Unit Type would normally restrict this.
@@ -8224,13 +11031,17 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
• Unless they are joined by a friendly Character, all models with the Guardian Unit Sub-type suffer the following provisions:
- Reduce their Movement Characteristic by -2 and may not Run.
- Reduce their Initiative Characteristic to 1.
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+
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Once an attack with this special rule has been fully resolved, any Blast markers placed as part of that attack are not removed from play and instead are left in place for the remainder of the battle. Such a Blast marker is then referred to as the Vortex marker. The area under a Vortex marker is treated as Area Terrain for the remainder of the battle, and applies the following effects to all models that enter its boundaries:
No line of sight may be drawn through, into, or out of the area covered by the Vortex marker (as such, models within such an area of terrain cannot draw line of sight to any other model, nor can other models draw a line of sight to them).
Any models that enter the boundary of this area of terrain, or begin the Movement phase of the model’s Controlling player within its boundaries, immediately suffer one Str 10, AP 1 Hit and the Instant Death and Armourbane (Melee) special rules. If the model has the Vehicle Unit Type and suffers a Penetrating Hit due to this effect then it adds a modifier of +3 to that roll on the Vehicle Damage table instead of the +2 modifier it would normally add due to being AP1.
This area of terrain does not confer a Cover Save and no model within its boundary may use a Cover Save granted by any other rule or effect.
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A single Detachment may not include both an Archmagos Prime and an Archmagos Prime on Abeyant.
@@ -8239,10 +11050,14 @@ Treat Callab Decima Invictus as an Archmagos Prime.
Treat Achmagos Draykavac as an Archmagos Prime.
Treat Archmagos Draykavax on Abeyant as an Archmagos Prime on Abeyant.
Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.
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A unit with this special rule may not make any Reactions or Sweeping Advance moves.
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@@ -8252,7 +11067,9 @@ Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.2
Melee, Brutal (2), Sunder, Wrecker
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@@ -8260,7 +11077,9 @@ Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.2
Ordnance 2, Large Blast (5")
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@@ -8268,7 +11087,9 @@ Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.2
Melee, Armourbane (Melee)
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@@ -8276,9 +11097,18 @@ Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.3
Assault 1, Molecular Dissonance
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From 463a61176c757c733e1c1a35c7a1e108e0ce9866 Mon Sep 17 00:00:00 2001
From: Mayegelt <20280410+Mayegelt@users.noreply.github.com>
Date: Thu, 5 Sep 2024 19:47:35 +0100
Subject: [PATCH 04/10] More fixes
more fixes
---
2022 - LA - Salamanders.cat | 28 +-
2022 - Mechanicum.cat | 4158 +++++++++++++++++++++++++++--------
2 files changed, 3311 insertions(+), 875 deletions(-)
diff --git a/2022 - LA - Salamanders.cat b/2022 - LA - Salamanders.cat
index 4d3eea47..6e5244e3 100644
--- a/2022 - LA - Salamanders.cat
+++ b/2022 - LA - Salamanders.cat
@@ -8196,7 +8196,11 @@
+<<<<<<< Updated upstream
+=======
+
+>>>>>>> Stashed changes
@@ -8206,7 +8210,11 @@
+<<<<<<< Updated upstream
+=======
+
+>>>>>>> Stashed changes
@@ -8216,7 +8224,11 @@
+<<<<<<< Updated upstream
+=======
+
+>>>>>>> Stashed changes
@@ -8226,7 +8238,11 @@
+<<<<<<< Updated upstream
+=======
+
+>>>>>>> Stashed changes
@@ -8236,7 +8252,11 @@
+<<<<<<< Updated upstream
+=======
+
+>>>>>>> Stashed changes
@@ -8246,7 +8266,11 @@
+<<<<<<< Updated upstream
+=======
+
+>>>>>>> Stashed changes
@@ -8258,7 +8282,9 @@
-
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diff --git a/2022 - Mechanicum.cat b/2022 - Mechanicum.cat
index 8559804f..2b1cec0b 100644
--- a/2022 - Mechanicum.cat
+++ b/2022 - Mechanicum.cat
@@ -1,5 +1,5 @@
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Infantry (Cybertheurgist, Character)
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Calleb Decima Invictus and any friendly units that have at least one model within 6" of Caleb Decima Invictus have the Move Through Cover special rule.
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Each Tech-Priest Auxilia unit must choose one of the following Techno-arcana. Only one selection may be made per Tech-Priest Auxilia unit. The Techno-arcana applies to the entire unit, providing it with additional special rules and wargear at no additional cost unless noted:
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Tech-Priests and Magos Auxilia in the unit are each equipped with a servo-arm. While the unit contains any number of Servo-automata, Tech-Priests and Magos Auxilia in the unit improve their Battlesmith (X) special rule to Battlesmith (4+).
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Tech-Priests, Magos Auxilia and Servo-automata in the unit have the Feel No Pain (5+) special rule. Friendly Adsecularis Tech-thrall units with at least one model within 6" of one or more Tech-Priest or Magos Auxilia with this special rule add +1 to their Feel No Pain Damage Mitigation rolls or gain the Feel No Pain (6+) special rule if they do not already possess the Feel No Pain (X) special rule.
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Tech-Priests and Magos Auxilia in the unit are each equipped with a servo-arm, and all models in the unit gain the Sunder and Wrecker special rules. Magos Auxilia may exchange their servo-arm for either a conversion beamer or graviton imploder for +25 points each.
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Tech-Priests and Magos Auxilia in the unit are each equipped with a prehensile data-spike. In addition, models in the unit gain the Scout special rule.
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A unit with this special rule may include up to two additional Arcuitor Magisterium for 110 points each. When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be deployed within unit coherency, but afterwards operate independently and are not treated as a unit.
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- An Arlatax Battle-automata Maniple (see page 40)
- A Vorax Battle-automata Maniple (see page 42)
This unit may be upgraded freely as described in their profile, though they may not take the Paragon of Metal upgrade. If taken in this manner, the unit forms a single unit with the Arcuitor Magisterium, and the Arcuitor Magisterium gains the Patris Cybernetica special rule. The Arcuitor Magisterium may not voluntarily leave this unit during the course of the battle. This unit counts as being part of the same Elites choice as the Arcuitor Magisterium and does not take up a separate Force Organisation slot.
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2
Melee, Sunder, Two-handed, Unwieldy
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4+
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@@ -3001,7 +4094,13 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3021,7 +4120,9 @@ This unit may be upgraded freely as described in their profile, though they may
2
Melee, Cumbersome, Unwieldy
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@@ -3030,7 +4131,12 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3044,7 +4150,9 @@ This unit may be upgraded freely as described in their profile, though they may
5
Melee, Shred
-
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@@ -3052,12 +4160,21 @@ This unit may be upgraded freely as described in their profile, though they may
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+
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@@ -3068,9 +4185,13 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3078,29 +4199,41 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3118,14 +4251,20 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3133,7 +4272,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3141,7 +4283,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3149,16 +4294,26 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3171,7 +4326,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3179,7 +4337,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3187,7 +4348,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3195,9 +4359,16 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3205,18 +4376,28 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3235,17 +4416,23 @@ This unit may be upgraded freely as described in their profile, though they may
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Automata (Cybernetica)
@@ -3260,14 +4447,19 @@ This unit may be upgraded freely as described in their profile, though they may
7
3+
-
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@@ -3283,7 +4475,9 @@ This unit may be upgraded freely as described in their profile, though they may
* An Arlatax with two power blade arrays gains an additional Attack. This additional Attack is not included in the characteristics profile above.
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@@ -3295,14 +4489,18 @@ This unit may be upgraded freely as described in their profile, though they may
4
Melee, Breaching (5+)
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@@ -3311,7 +4509,12 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3321,7 +4524,9 @@ This unit may be upgraded freely as described in their profile, though they may
4
Assault 2
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@@ -3330,12 +4535,21 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3348,14 +4562,25 @@ This unit may be upgraded freely as described in their profile, though they may
* An Arlatax with two power blade arrays gains an additional Attack. This additional Attack is not included in the characteristics profile above.
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@@ -3363,31 +4588,42 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3401,9 +4637,20 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3413,9 +4660,16 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3441,20 +4695,26 @@ This unit may be upgraded freely as described in their profile, though they may
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4+
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@@ -3462,7 +4722,13 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3472,12 +4738,16 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3490,7 +4760,9 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3498,7 +4770,9 @@ This unit may be upgraded freely as described in their profile, though they may
*An Ursarax with two power fists gains an additional Attack.
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@@ -3508,7 +4782,13 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3518,11 +4798,21 @@ This unit may be upgraded freely as described in their profile, though they may
An Ursarax with two lightning claws gains two additional Attacks. These additional Attacks are not included in the characteristics profile above.
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@@ -3530,30 +4820,44 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3572,17 +4876,23 @@ This unit may be upgraded freely as described in their profile, though they may
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Automata (Antigrav, Cybernetica)
@@ -3597,19 +4907,26 @@ This unit may be upgraded freely as described in their profile, though they may
7
3+
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A model with this special rule and the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type during the Charge sub-phase.
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@@ -3624,12 +4941,18 @@ This unit may be upgraded freely as described in their profile, though they may
A unit composed entirely of models with Stratos thrusters may set its Move Characteristic to a value of 16" for the duration of the controlling player’s turn. This allows the unit to move up to 16", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 16" (including the bonus to Charge distance). In addition, Stratos thrusters allow units to hover above the battlefield and thus ignore the effects of Difficult Terrain and Dangerous Terrain at all times.
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@@ -3638,30 +4961,41 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3676,9 +5010,21 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3688,9 +5034,16 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3717,14 +5070,18 @@ This unit may be upgraded freely as described in their profile, though they may
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3+
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@@ -3736,7 +5093,13 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3757,14 +5120,18 @@ This unit may be upgraded freely as described in their profile, though they may
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3+
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@@ -3775,7 +5142,13 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3787,9 +5160,13 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3797,7 +5174,11 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3805,12 +5186,16 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3824,7 +5209,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3832,7 +5220,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3840,7 +5231,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3863,30 +5266,44 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3901,12 +5318,16 @@ This unit may be upgraded freely as described in their profile, though they may
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If a model with this special rule suffers an Explodes result on the Vehicle Damage table as a result of a Melee or Shooting Attack, the Explodes result causes nearby units to suffer a Str 8, AP 4 Hit for each model within D6+6" instead of the usual damage and area of effect.
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@@ -3924,9 +5345,14 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3934,19 +5360,25 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3955,7 +5387,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3964,12 +5399,23 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3988,7 +5434,9 @@ This unit may be upgraded freely as described in their profile, though they may
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Vehicle (Fast)
@@ -4001,7 +5449,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4009,7 +5460,9 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4027,9 +5480,14 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4043,7 +5501,11 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4056,9 +5518,16 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4066,17 +5535,31 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4091,19 +5574,25 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4122,12 +5611,18 @@ This unit may be upgraded freely as described in their profile, though they may
For the duration of the first Game Turn, all Shooting Attacks made against a model with an Ordinatus dispersion shield that target the model’s Front or Side Armour values, or any indirect Shooting Attacks (such as those with the Barrage special rule) are reduced by -2 Strength, and any Explodes results on the Vehicle Damage table are ignored.
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@@ -4144,12 +5639,16 @@ This unit may be upgraded freely as described in their profile, though they may
2
Destroyer 1, Large Blast (5"), Sonic Wave, Pinning, Armourbane (Ranged), Murderous Strike (5+), Ignores Cover
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When making a Shooting Attack with this weapon, place the Large Blast (5") marker so that its edge touches the Front hull of the firing model. Instead of scattering this Blast marker, move the template in a direct line away from the firing model, travelling in any direction within the weapon’s 45° forward firing arc until its maximum range is reached or the template leaves the battlefield. All models the template passes over suffer a single automatic Hit. Flyers are also Hit if the template passes over their base. Should a model with the Knight, Titan, Super-heavy Vehicle, Building or Fortification Unit Type be Hit by this attack, increase the Strength of the attack to 10.
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@@ -4158,19 +5657,30 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4181,7 +5691,10 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4190,12 +5703,22 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4210,7 +5733,9 @@ This unit may be upgraded freely as described in their profile, though they may
42
The Ordinatus Aktaeus has two Access Points, one on either side of the hull (in any orientation).
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@@ -4218,19 +5743,25 @@ This unit may be upgraded freely as described in their profile, though they may
If the marker’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, then the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18", then the model may be repositioned by the controlling player’s opponent anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.
Once the final position of the marker has been determined, the controlling player may place the model with this special rule on the battlefield so long as the centre of the marker is underneath part of the model’s hull, and the model remains more than 1" away from any enemy model. After the model has been placed, each Fortification within 6" of it immediately suffers D6 Str 10, AP 2 Hits, and nearby units suffer one S10, AP 2 Hit for each model within 6" of the model. Any unit that suffers one or more Hits from this effect must take an immediate Pinning test.
The area under the Apocalyptic Blast marker (10") is treated as Difficult Terrain and Dangerous Terrain for the remainder of the battle.
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@@ -4253,12 +5784,18 @@ The area under the Apocalyptic Blast marker (10") is treated as Difficult T
5
Heavy 12
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@@ -4271,24 +5808,39 @@ The area under the Apocalyptic Blast marker (10") is treated as Difficult T
In addition, once per battle, at the end of the controlling player’s Movement phase, the Ordinatus Aktaeus may employ its seismic excavator macro-drill to cause a Seismic Shockwave. When this occurs, the Ordinatus Aktaeus cannot move for the rest of the battle and counts as a vehicle that has suffered an irreparable Immobilised result on the Vehicle Damage table (although no Hull Point loss is suffered). Units may not choose to Embark or Disembark from the Ordinatus Aktaeus in a turn in which the Seismic Shockwave ability is used, but may do so as normal in subsequent turns.
At the beginning of each of the controlling player’s Shooting phases for the rest of the battle after the Ordinatus Aktaeus has employed its seismic excavator macro-drill to cause a Seismic Shockwave, pick a point within 6" of the front of the hull of the Ordinatus Aktaeus (for the purposes of determining this point you should use the Front arc of the unit). All units, friendly or enemy (excluding the Ordinatus Aktaeus itself), within a number of inches equal to the current Game Turn number multiplied by 6 of this point suffer D6 Str 7, AP 4 Hits with the Pinning special rule. Models with the Vehicle Unit Type are hit on their weakest Armour Facing. Should a model with the Vehicle Unit Type suffer a Penetrating Hit from this attack, it immediately suffers from Crew Shaken in addition to any other effect.
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@@ -4308,41 +5860,55 @@ At the beginning of each of the controlling player’s Shooting phases for the r
10
2+
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Anacharis Scoria has the Artificia Machina, Artificia Cybernetica, and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.
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@@ -4369,7 +5935,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
2
Melee, Two-handed, Armourbane (Melee), Exoshock (4+), Murderous Strike (5+)
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@@ -4377,22 +5945,33 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4403,12 +5982,18 @@ At the beginning of each of the controlling player’s Shooting phases for the r
Any friendly units made up entirely of models with the Automata Unit Type that have at least one model within 6" of this Warlord may make Reactions, ignoring the usual restriction in the Automata Unit Type. In addition, an army whose Warlord has this Trait may make an additional Reaction in the Movement phase as long as Anacharis Scoria has not been removed as a casualty.
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@@ -4418,69 +6003,102 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4497,7 +6115,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
3
9
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@@ -4505,7 +6125,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4521,7 +6143,10 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4530,7 +6155,10 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4539,7 +6167,10 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4547,12 +6178,21 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4572,7 +6212,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
4
8
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@@ -4582,7 +6224,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4601,7 +6245,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4609,7 +6255,11 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4622,7 +6272,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4630,7 +6282,11 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4638,18 +6294,30 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4666,7 +6334,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
3
7
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@@ -4675,7 +6345,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4693,7 +6365,11 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4707,9 +6383,14 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4718,7 +6399,10 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4726,18 +6410,30 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4754,7 +6450,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
3
7
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@@ -4763,7 +6461,9 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4780,19 +6480,27 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4806,9 +6514,14 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4817,7 +6530,10 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4828,15 +6544,27 @@ At the beginning of each of the controlling player’s Shooting phases for the r
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@@ -4859,17 +6587,23 @@ At the beginning of each of the controlling player’s Shooting phases for the r
8
3+
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This Advanced Reaction may be made whenever an enemy unit declares a Charge targeting a friendly unit with the Automata Unit Type or Knight Unit Sub-type which is within 12" of another friendly unit that includes at least one model with the Greuso Protocol special rule and is not itself locked in combat. The unit with the Greuso Protocol special rule may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of a Greuso Protocol Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive Weapons. Template weapons used as part of a Greuso Protocol Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Greuso Protocol Reaction may not take Cover Saves against Wounds inflicted as part of that Reaction.
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A unit that includes one or more models with this special rule may make use of the Greuso Protocol Advanced Reaction.
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6
Assault 2, Shred
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12
A Legion Termite Assault Drill has two Access Points, one on each side of the hull.
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5
3+
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3
Heavy 3, Skyfire
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10
2+
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Invulnerable Saves granted by a resulsion shield do not stack with other Invulerable Saves, but can benefit from rules (such as cyber-familier) that specifically incerase existing Saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Additionally, each time Inar Satarael makes a successful Invulnable Save on a roll of a 6 against a Shooting Attack not made as part of a Reaction, the unit that made the Shooting Attack suffers a S6, Ap- wound.
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When Inar Satarael lose his last Wound, but before he is removed as a casualty, all models both friendly and enemy within D6", suffer an automatic Hit at Str 6, Ap -. In addition, in any battle in which Inar Satarael loses his last Wound, or is otherwise removed from play as a casualty, the controlling player must immediately roll a D6. On a result of a 4+, the opposing player scores no Victory points from destroying Inar Satarael in applicable mission objectives or secondary objectives.
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5
Assault 3, Twin-linked
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12
One on each side of the hull and one at the front
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26
One Access Point on each side of the hull.
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@@ -6405,7 +8667,10 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6413,9 +8678,14 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6472,7 +8760,9 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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-
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@@ -6493,7 +8783,11 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
-
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@@ -6504,9 +8798,16 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6516,7 +8817,10 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6545,13 +8857,18 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6591,7 +8921,9 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6612,7 +8944,11 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6635,7 +8978,10 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6679,24 +9038,44 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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@@ -6758,7 +9147,9 @@ Additionally, each time Inar Satarael makes a successful Invulnable Save on a ro
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From fa6d1650e8b3957e2cf4778531b713c8032ae483 Mon Sep 17 00:00:00 2001
From: Mayegelt <20280410+Mayegelt@users.noreply.github.com>
Date: Sun, 8 Sep 2024 14:14:09 +0100
Subject: [PATCH 05/10] Fixes for the NR Data editor update
Removing all those lines again from the update
---
2022 - Horus Heresy.gst | 11304 ++++++++--------------------------
2022 - LA - Salamanders.cat | 5080 ++++-----------
2022 - Mech Library.cat | 5006 ++++-----------
2022 - Mechanicum.cat | 4154 +++----------
4 files changed, 5523 insertions(+), 20021 deletions(-)
diff --git a/2022 - Horus Heresy.gst b/2022 - Horus Heresy.gst
index d71be108..ff07f4ec 100644
--- a/2022 - Horus Heresy.gst
+++ b/2022 - Horus Heresy.gst
@@ -48,9 +48,7 @@
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@@ -58,16 +56,12 @@
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@@ -80,9 +74,7 @@
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@@ -135,16 +119,12 @@
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5) Weapon Destroyed: One of the Building's weapons (chosen by the controlling player) is destroyed - including any combi- or built-in weapons. This can include Building upgrades that are weapons, such as Pintle Mounted weapons and missiles. Do not count single shot weapons that have already been used to attack. If a Building has no weapons left, treat this result as a Catastrophic Breach result instead.
6) Catastrophic Breach: The Building and any Embarked units or units on the Building's battlements may not make Shooting Attacks until the end of its next turn. No units may Embark or Disembark from the Building until the end of the controlling player's next turn. If the Building is occupied, the occupying unit suffers an additional 2D6 Strength 6 AP- Hits with the Ignores Cover special rule.
7+) Total Collapse: The Building is destroyed. All weapons and upgrades on the Building are destroyed. Each unit on the battlements suffer 2D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately make a 6" move in order to move off the battlements are removed as casualties. If the Building is occupied , the occupying unit suffers 4D6 Strength 6 AP- Hits with the Ignores Cover special rule and must then immediately Disembark from the Building , performing an Emergency Disembarkation if necessary (survivors cannot Disembark to the battlements). Any model that cannot Disembark are removed as casualties. Assuming they were not destroyed, units that were on the battlements and those who have Disembarked must then take a Pinning test. The Building is then removed and replaced with an area of Ruins or a Crater roughly the same size if possible.
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• Primarchs are not affected by special rules that negatively modify their Characteristics (other than Wounds) and, in addition, Primarchs always resolve Snap Shots at their normal BS.
• Any Hits inflicted by a Primarch, as part of either Shooting Attacks or in close combat, are allocated by the Primarch’s controlling player and not the controlling player of the target unit. These Hits should form a separate Wound Pool.
• If an army includes any Primarch models, then one of those models must be chosen as the army’s Warlord.
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A unit composed entirely of models with Jump Packs may set its Movement Characteristic to a value of 12 for the duration of the controlling player's turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile, and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge Distance, see page 181). In addition, if the controlling player chooses to set the unit's Movement to 12", the unit ignores terrain while Moving and Charging, and may move over friendly and enemy models/units. A unit that ends of begins its Movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Jump Packs, and threats all Difficult Terrain as Dangerous Terrain.
Any model equipped with a Jump Pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. A unit equipped with Jump Packs may not Run.
During Reactions made in any Phase, a unit equipped with Jump Packs may not activate them to gain any bonuses to their Movement Characteristics.
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All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) in a Detachment using this Rite of War ignore all modifiers to their Leadership when making Pinning tests.
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Infantry
An Infantry unit may only include or be joined by models of the Infantry or Primarch Unit Type, unless a special rule states otherwise.
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• Cavalry models are not slowed down by Difficult Terrain, even when Charging. However, Cavalry models treat all Difficult Terrain as Dangerous Terrain instead.
• Cavalry models move 3D6" when Falling Back, rather than 2D6".
• No model that is not also of the Cavalry Unit Type may join a unit that includes a Cavalry model.
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• Successful Wounds inflicted by attacks with the Poisoned or Fleshbane special rules must be re-rolled against models of the Automata Unit Type.
• A unit that includes one or more models with the Automata Unit Type may not make Reactions.
• No model that is not also of the Automata Unit Type may join a unit that includes an Automata model.
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• A unit that includes only models with the Skirmish Sub-type has a unit coherency range of 3" rather than 2"
• A unit that includes only models with the Skirmish Sub-type increases all Cover Saves granted by tarrian by one (i.e, from 6+ to 5+). This only increase existing Cover Saves and does not grant one when in terrain that does not normally grant Cover Saves. This rule cannot increase a Cover Save to better than 2+.
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• When a model with the Vehicle Unit Type and Bombard Sub-type moves at Combat Speed it may fire any number of Ordnance weapons and may also fire any non-Ordnance weapons normally, ignoring the restrictions of Combat Speed. However, when moving at Cruising Speed it may only fire a single Defensive weapon
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• A model with the Reinforced Sub-type ignores the effects of any Crew Shaken result on the Vehicle Damage table
• A model with the Reinforced Sub=type does not have to make Snap Shots due to the effects of the Crew Stunned result on the Vehicle Damage table (but still cannot move or pivot until the end of its next turn).
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• A unit that includes only models with the Heavy subtype may re-roll failed Armour Saves against Template and Blast weapons.
• A unit that includes any models with the Heavy subtype may not Run and when making a Movement during a Reaction based on its Initiative Characteristic, reduces the distance moved by -1.
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• Any Hits inflicted on a model with the Corrupted Unit sub-type by a weapon with the Force or Psychic Focus special rules gain the Instant Death special rule.
• Any unit composed entirely of models with the Corrupted Unit Sub-type is immune to the effects of the Fear (X) special rule. When a unit composed entirely of models with the Corrupted Unit Sub-type fails a Morale check it does not Fall Back as per the standard rules, but instead suffers D3 automatic wounds with no saves or Damage Mitigation rolls of any kind allowed.
• No model that does not also have the Corrupted Unit Sub-type or the Daemon Unit Type may join a unit that includes one or more models with the Corrupted Unit Sub-type
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• A model with the Dreadnought Unit Type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction.
• A model of the Dreadnought type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that is not also of the Dreadnought Unit Type may join a unit that includes a Dreadnought model.
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• A model with the Monstrous sub-type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction.
• A model with the Monstrous sub-type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that is not also Monstrous may join a unit that includes a Monstrous model.
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• Any Hits inflicted on a model of the Daemon Unit Type by a weapon with the Force special rule gain the Instant Death special rule as well.
• All Daemon models are immune to the effects of the Fear special rule, automatically pass Pinning and Regroup tests and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule. When a Daemon unit fails a Morale check it does not Fall Back as per the standard rules, but instead suffers D3 automatic Wounds with no Saves of any kind allowed.
• No model that is not also of the Daemon Unit Type may join a unit that includes a Daemon model.
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A unit composed entirely of models with Jet Packs may choose to increase its Movement Characteristic by +6, move over friendly and enemy models/units, and ignore terrain while moving during the Movement phase. A unit that ends or begins its movement in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Jet Packs and treats Difficult Terrain as Dangerous Terrain. In addition to the bonus to move during the Movement phase, a unit equipped entirely with Jet Packs may make an additional move of 6" during the Shooting phase. This move must be taken after the unit has completed any Shooting, is not limited by the weapons fired by that unit during the Shooting phase and ignores terrain and may move over friendly and enemy models/units in the same manner as moves made using a Jet Pack in the Movement phase.
Any model equipped with a Jet Pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. A unit equipped with Jump Packs may not Run.
During any Reaction that allows a unit equipped entirely with Jet Packs to move, increase the distance of that move by 6. This allows the unit to Ignore terrain in the same manner as other Jet Pack moves.
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• A unit that includes at least one model with the Line sub-type counts as both a Scoring and Denial unit.
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A Unit that includes one or more models with the Artillery sub-type may not Run, declare or otherwise make Charge moves, or make Reactions.
A unit that includes one or more models with the Artillery sub-type may never hold or deny Objectives.
A unit that includes one or more models with the Artillery sub-type may not make Sweeping Advances and, if targeted by a Sweeping Advance, automatically fails any Sweeping Advance rolls made without rolling any dice and is destroyed.
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• A unit that includes only models with the Light sub-type gains a +1 modifier to its Initiative when determining how far that unit may Run (this bonus stacks with other bonuses to Run distance, such as the Fleet (X) special rule) and when moving as part of a Reaction.
• A unit that includes only models with the Light sub-type may make Shooting Attacks after having Run, but makes all such attacks as Snap Shots. Models or weapons that cannot attack as Snap Shots may not attack.
• Models with the Light sub-type may never claim a Cover Save in the same turn that it makes a Run move.
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A Flyer with the Hover sub-type must declare whether it is going to Zoom or Hover before it moves, and before any Embarked models Disembark, each Movement phase. This means that if the Flyer arrives from Reserves, you must declare which type of Movement it is using before placing it on the board. If a Flyer is in a Squadron, all Vehicles in the Squadron must choose the same type of Movement A Flyer in Hover mode cannot switch to Zoom mode if it is Immobilised.
If a Flyer is Hovering, it is treated exactly as a Skimmer (see page 214).
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@@ -1058,9 +782,7 @@ Independent Characters and Ongoing Effects
Sometimes, a unit that an Independent Character has joined will be the target of a beneficial or harmful effect, such as those bestowed by the Blind special rule, for example. If the Independent Character leaves the unit, both the Independent Character and the unit continue to be affected by the effect, so you’ll need to mark the Independent Character accordingly.
Conversely, if an Independent Character joins a unit after that unit has been the target of an ongoing effect (or joins a unit after they themselves have been the target of an ongoing effect), benefits and penalties from that effect are not shared.
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Some events/group choose not to allow official rules in "Legacies of The Age of Darkness" download pdf (which are not playtest). This option is included to make it easier for users for those events/groups.
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• A model with the Cybernetica Unit Sub-type may fire all weapons they are equipped with in each Shooting Attack they make, including as part of a Reaction where eligible (this rule on its own does not allow units to make Reactions if they would otherwise be prevented from doing so).
• Models with the Cybernetica Unit Sub-type may fire Heavy and Ordnance weapons and count as Stationary even if they moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• Models with the Cybernetica Unit Sub-type ignore any penalties to their Initiative Characteristic when Charging into or through Difficult Terrain or Dangerous Terrain.
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When a Fast Vehicle moves, other than to pivot in place, it is always considered to have moved at Combat Speed regardless of how many inches it moves, unless it chooses to move Flat-out.
In addition, when a Fast Vehicle moves, it may choose to move at Flat-out:
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Flat-out - A Vehicle choosing to move Flat-out may move up to twice its Movement Characteristic, but at the end of its move must roll a single D6. If the result of this roll is a ‘1’ then the Vehicle suffers a Glancing Hit and all the effects of the Crew Stunned result on the Vehicle Damage table. Vehicles moving at Flat-out speed may only fire Snap Shots.
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• A unit that includes only models with the Close-order Sub-type has a Unit Coherency range of 1" rather than 2".
• A unit that includes any models with the Close-order Sub-type may not Ran and when making a Movement during a Reaction based on its Initiative Characteristic, reduce the distance moved by -1".
• A Unit that includes only models with the Close-order Sub-type may move up to half its movement Characteristic and make Shooting Attacks using weapons with the Heavy type as if they had remained stationary. Such a unit may also declare a Charge in the same turn they make Shooting Attacks with Heavy or Rapid Fire weapons.
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@@ -1470,15 +1077,9 @@ In addition, when a Fast Vehicle moves, it may choose to move at Flat-out:• A unit that includes one or more models with the Automated Artillery Sub-type may not Run, declare or otherwise make Charge moves, or make Reactions.
• A unit that includes one or more models with the Automated Artillery Sub-type may not make Sweeping Advances and if targeted by a Sweeping Advance automatically fails without rolling any dice and is destroyed.
• A unit that includes one or more models with this Unit Sub-type may never hold or deny an Objective.
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Used for Rites of War that care about 4 of these
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Base Reaction Allotment, Additional Reactions and Reaction Limited in Smaller Games.
In games with a total army size of 1,000 points or fewer per player, any player may make one (1) Reaction in each Phase of their opponent's turn. This number may not be increased in any way. Regardless of any modifications to a player's Reaction Allotment or special rules granting additional Reactions, the Reactive player may never make more than one (1) Reaction in any single Phase.
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REACTIONS IN THE MOVEMENT PHASE
@@ -1595,9 +1170,7 @@ During the Movement phase, the Reactive player may declare a Reaction if an enem
Suppress - The Reacting unit may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of a Suppress Reaction may not make any attacks indirectly (without line of sight). All Shooting Attacks made as part of a Suppress Reaction are Snap Shots, and gain the pinning special rule if they do not already have it.
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REACTIONS IN THE SHOOTING PHASE
@@ -1605,9 +1178,7 @@ During the Shooting phase, the Reactive player may react when any enemy unit dec
Displace - Each model in the Reacting unit may move a number of inches up to the highest unmodified Initiative Characteristic of any model in the unit. When resolving the Shooting Attack that triggered this Reaction, all range and line of sight is measured to the Reacting unit’s new position. If as a result of this movement, no models in the reacting unit are within line of sight of any models in the triggering unit, the Active player cannot choose a new target for their Shooting Attack.
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REACTIONS IN THE ASSAULT PHASE
@@ -1615,15 +1186,9 @@ During the Assault phase, the Reactive player may react when any enemy unit decl
Brace - The Reacting unit must make a Morale check. If the Check is failed, the Reacting unit immediately Fall Backs D6" and automatically regroups when this Fall Back Move is completed 1" from the battlefield edge, If the Check is successful, the Reacting unit automatically passes any Morale checks they are required to make as a result of losing an assault during the following Fight sub-phase.
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• While there are no models from the same army with both the Psyker Unit Sub-type and the Independent Character special rule on the battlefield or Embarked upon a unit with the Transport Sub-type that is on the battlefield, models with the Bound Sub-type suffer a penalty of -1 to their Strength and Toughness characteristics to a minimum value of 1.
• During deployment, in order for units entirely composed of models with the Bound Sub-type to be deployed on the battlefield, a model from the same army with the Psyker Unit Sub-type and the Independent Character special rule which is already deployed (or Embarked upon a unit with the Transport Sub-type which is already deployed) must make a Psychic check for each such unit, one at a time. For each successful Check a single unit containing models with the Bound Sub-type may be deployed as normal, but once a Psychic check is failed, that and all further units containing models with the Bound Sub-type must be placed in Reserves. The controlling player may choose not to make a Psychic check for any unit containing models with the Bound Sub-type, instead placing it directly into reserves and allowing Psychic checks to be made to deploy any further units containing models with the Bound Sub-type. Note that failing a Psychic check in this manner does not inflict Perils of the Warp.
• Units placed in Reserves which are entirely composed of models with the Bound Sub-type do not have Reserve rolls made for them, instead the controlling player may have a model with the Psyker Sub-type and the Independent Character special rule make a Psychic check when Reserves rolls would be made in order for them to enter play from reserves as normal. Note that this only applies when deploying units containing models with the Bound Sub-type from Reserves, and does not affect special deployment types such as Deep Strike Assaults and the Breach the Veil Psychic Power.
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• A model with the Gargantuan Unit Sub-type may make Shooting Attacks with Heavy and Ordnance weapons, counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that does not have the Gargantuan Unit Sub-type may join a unit that includes a model with the Gargantuan Unit Sub-type.
• A model with the Gargantuan Unit Sub-type ignores all effects (both detrimental and beneficial) of all Psychic Powers and cannot be Wounded or affected by any Attack with the Psychic Focus special rule. Weapons with the Force special rule that are used to make Attacks against a model with the Gargantuan Unit Sub-type are not affected and are resolved normally.
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• A unit that includes any models with the Militia sub-type may only attempt to Regroup (see page 193 of The Horus Heresy: Age of Darkness rulebook) if that unit includes at least half of the models that it included at the beginning of the battle (not including any models that have joined the unit during play). If more than half of its models have been removed as casualties then it may not Regroup and must continue to Fall Back until it leaves play.
• A unit that includes any models with the Militia sub-type that is Falling Back and is successfully Charged by an enemy unit is automatically removed from play as a casualty, with no Leadership test being made or dice rolled.
• A unit that includes any models that have the Militia sub‑type, but not the Monstrous or Mechanised Unit Sub-types, that is locked in combat and is then successfully charged by an additional enemy unit must make an immediate Morale check once the Charge has been resolved and as part of the Charge sub-phase. If this Check is failed then the Militia unit must Fall Back as if it had lost combat – with any enemy units able to declare Sweeping Advances only if they are not locked in combat with any other units. Once this Fall Back and any Sweeping Advances are resolved, the Fight sub-phase continues as normal.
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• When an Armour Penetration roll would inflict a Glancing Hit on a model with this Unit Sub-type, it instead inflicts a Penetrating Hit.
• An enemy player may never score Victory points for the destruction of a model with this Unit Sub-type, this includes models with this Unit Sub-type that are selected as Lords of War.
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• A model with the Mechanised Unit Sub-type may attack with Heavy and Ordnance weapons while counting as stationary even if it has moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• A model with the Mechanised Unit Sub-type is affected by the Haywire, Detonation and Battlesmith (X) special rules as if it had the Dreadnought Unit Type.
• No model that does not also have the Mechanised Unit Sub‑type may join a unit that includes one or more models with the Mechanised Unit Sub-type.
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• Any Hits inflicted on a model with the Corrupted Engine Unit Sub-type by a weapon with the Force or Psychic Focus special rules gain the Instant Death special rule.
• If a model with the Corrupted Engine Sub-type has a Wound characteristic and suffers an unsaved Wound with the Instant Death special rule it is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it.
• No model that does not also have the Corrupted Engine Sub-type may join a unit that includes one or more models with the Corrupted Engine Unit Sub-type.
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Reactions:
- May only make Reactions in response to – Super Heavy Vehicles, Lumbering Flyers, Knights and Titans or any model with 8+ wounds.
- May not perform Death or Glory Reactions
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• Any Hits inflicted by a model with the Daemon Primarch Unit Type, as part of either Shooting Attacks or in close combat, are allocated by that model’s controlling player and not the controlling player of the target unit. These Hits should form a separate Wound Pool.
• If an army includes any models with the Daemon Primarch Unit Type, then one of those models must be chosen as the army’s Warlord.
• For the purposes of any special rule that affects or has additional effects that target models with the Daemon or Primarch Unit Type, a model with the Daemon Primarch Unit Type is considered to have the Daemon and Primarch Unit Types
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Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer’s hull, with the exception of the Vehicle’s weapons, which all work as normal. The base of a Skimmer is effectively ignored, except for when the Skimmer is being Charged or Rammed, in which case, models may move into contact with the Vehicle’s hull, its base or both.
Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Skimmers can move over all terrain, ignoring all penalties for Difficult Terrain and Dangerous Terrain tests. However, if a moving Skimmer starts or ends its move in Difficult Terrain or Dangerous Terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over Impassable Terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test. If a Skimmer is forced to end its move over friendly or enemy models, move the Skimmer the minimum distance so that no models are left underneath it.
If a Skimmer is Immobilised or Wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), then leave the base in place. Note that it is not otherwise permitted to remove the flying base, as Skimmers cannot land in battle conditions.
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• Unless they are joined by a friendly Character, all models with the Guardian Unit Sub-type suffer the following provisions:
- Reduce their Movement Characteristic by -2 and may not Run.
- Reduce their Initiative Characteristic to 1.
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Force Org Slot
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From December 2023 Liber Imperium FAQ V1.1, page 2:
In addition, the Leadership Characteristic of a model with the Anathema Unit Sub-type can only be used for a Leadership test or Morale check if all models in that unit have the Anathema Unit Sub-type
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In Disgrace All Are Equal
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In Disgrace All Are Equal
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Pride is Our Armour
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Pride is Our Armour
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B - On Desktop after adding your first force then just press add force again
Then choose the army you wish to have a lord of war from, then pick "Lord of War Detachment". This allows the choice of any LoW from any army as per the rules of HH2 (apart from the new Ruinstorm Deamons one can only be taken in a Lord of War Detachment for Ruinstorm Daemons).
THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEFULLY EVERYONE WILL BE USED TO WHERE THE NEW LOCATION IS, AND I DON’T GET 100S OF BUG REPORTS FROM PEOPLE NOT BEING ABLE TO FIND THEIR LOW
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@@ -4053,13 +2992,9 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
+
@@ -4069,11 +3004,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -4083,27 +3014,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
Assault 2, Concussive (1)
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4113,9 +3036,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
Assault 4, Pinning, Shell Shock (1)
-
-
-
+
@@ -4123,18 +3044,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -4144,27 +3059,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 2, Rending (6+)
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4174,28 +3081,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 2, Rending (6+), Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4205,27 +3104,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 6, Rending (6+)
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4235,28 +3126,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 3, Rending (6+), Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4266,28 +3149,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 4, Rending (6+), Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4297,34 +3172,24 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 8, Rending (6+), Exoshock (6+)
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4340,9 +3205,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Ordnance 1, Massive Blast (7")
-
-
-
+
@@ -4350,12 +3213,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
@@ -4369,9 +3227,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Ordnance 1, Armourbane (Ranged), Exoshock (4+), Blast (3")
-
-
-
+
@@ -4379,34 +3235,22 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
+
-
-
-
-
-
-
+
-
-
-
-
+
@@ -4416,9 +3260,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 5, Skyfire, Twin-linked
-
-
-
+
@@ -4427,11 +3269,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -4441,29 +3279,21 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 4, Rending (5+), Sunder, Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4473,9 +3303,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 2, Sunder, Rending (5+), Twin-linked
-
-
-
+
@@ -4483,19 +3311,13 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -4505,9 +3327,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 18, Pinning, Shell Shock (1)
-
-
-
+
@@ -4515,18 +3335,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -4539,9 +3353,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 1, Barrage, Large Blast (5"), Shred
-
-
-
+
@@ -4550,12 +3362,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
@@ -4568,9 +3375,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 1, Barrage, Large Blast (5"), Ignores Cover, Pinning, Shred
-
-
-
+
@@ -4581,12 +3386,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
@@ -4599,9 +3399,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 4, Sunder
-
-
-
+
@@ -4609,12 +3407,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
@@ -4627,9 +3420,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Barrage, Large Blast (5"), Rending (6+), Pinning, Shell Shock (1)
-
-
-
+
@@ -4637,27 +3428,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
+
-
-
-
-
-
-
+
@@ -4667,9 +3449,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Ordnance 1, Blast (3"), Sunder, Rending (6+), Brutal (3)
-
-
-
+
@@ -4677,26 +3457,18 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4706,9 +3478,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+)
-
-
-
+
@@ -4717,19 +3487,13 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -4739,36 +3503,26 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Ordnance 1, Large Blast (5"), Rending (4+), Sunder, Brutal (4)
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4778,28 +3532,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Pistol 1, Rending (3+), Master-crafted
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4809,17 +3555,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Pistol 1
-
-
-
+
-
-
-
-
+
@@ -4829,17 +3570,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Rapid Fire
-
-
-
+
-
-
-
-
+
@@ -4849,9 +3585,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Rapid Fire, Twin-linked
-
-
-
+
@@ -4859,11 +3593,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -4873,29 +3603,21 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 1, Rending (5+), Sniper, Pinning
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -4905,17 +3627,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 4
-
-
-
+
-
-
-
-
+
@@ -4925,9 +3642,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 6, Twin-linked
-
-
-
+
@@ -4935,11 +3650,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -4949,9 +3660,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 8, Twin-linked
-
-
-
+
@@ -4959,11 +3668,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -4973,17 +3678,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 7
-
-
-
+
-
-
-
-
+
@@ -4993,9 +3693,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Assault 1, Armourbane (Melta), One Shot
-
-
-
+
@@ -5003,19 +3701,13 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -5025,9 +3717,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Rapid Fire, Breaching (4+), Gets Hot, One Shot
-
-
-
+
@@ -5035,20 +3725,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -5058,9 +3742,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Rapid Fire, Instant Death, Gets Hot, One Shot
-
-
-
+
@@ -5071,11 +3753,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5085,9 +3763,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Assault 1
-
-
-
+
@@ -5096,11 +3772,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5110,9 +3782,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Assault 2, Deflagrate
-
-
-
+
@@ -5121,11 +3791,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5135,9 +3801,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Assault 1
-
-
-
+
24"
@@ -5145,9 +3809,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
6
Assault 1, Blast (3"), Pinning
-
-
-
+
@@ -5157,11 +3819,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5171,9 +3829,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
Heavy 1, Blast (3"), Blind
-
-
-
+
More than 18"-42"
@@ -5181,9 +3837,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Blast (3"), Blind
-
-
-
+
More than 42"-72"
@@ -5191,9 +3845,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 1, Blast (3"), Blind
-
-
-
+
@@ -5202,11 +3854,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5216,9 +3864,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
Heavy 1, Large Blast (5"), Blind
-
-
-
+
More than 18"-42"
@@ -5226,9 +3872,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), Blind
-
-
-
+
More than 42"-72"
@@ -5236,9 +3880,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 1, Large Blast (5"), Blind
-
-
-
+
@@ -5247,11 +3889,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5261,9 +3899,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Pistol 1, Instant Death, Gets Hot
-
-
-
+
@@ -5272,11 +3908,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5286,9 +3918,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Rapid Fire, Instant Death, Gets Hot
-
-
-
+
@@ -5297,11 +3927,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5311,9 +3937,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Blast (3"), Concussive (1), †Graviton Pulse, Haywire
-
-
-
+
@@ -5321,20 +3945,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -5344,9 +3962,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), Concussive (1), †Graviton Pulse, Haywire
-
-
-
+
@@ -5354,20 +3970,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -5377,9 +3987,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Ordnance 1, Massive Blast (7"), Barrage, Concussive (1), †Graviton Pulse, Haywire
-
-
-
+
@@ -5387,9 +3995,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
@@ -5397,11 +4003,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5411,9 +4013,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), †Graviton Collapse, Torsion Crusher, Ignores Cover, Concussive (1)
-
-
-
+
@@ -5425,18 +4025,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -5446,9 +4040,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 1, Sunder
-
-
-
+
@@ -5456,11 +4048,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5470,9 +4058,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 2, Sunder
-
-
-
+
@@ -5480,11 +4066,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5494,9 +4076,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 2, Twin-linked, Sunder
-
-
-
+
@@ -5505,11 +4085,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5519,9 +4095,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 2, Sunder, Exoshock (5+), Twin-linked
-
-
-
+
@@ -5529,19 +4103,13 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -5551,9 +4119,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Ordnance 2, Twin-linked, Exoshock (6+)
-
-
-
+
@@ -5561,18 +4127,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -5582,9 +4142,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Ordnance 3, Twin-linked, Exoshock (6+)
-
-
-
+
@@ -5593,11 +4151,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5607,29 +4161,21 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Ordnance 2, Concussive (3), Shock Pulse, Gets Hot
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -5639,18 +4185,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 1, Concussive (3), Shock Pulse, Sunder, Gets Hot
-
-
-
+
-
-
-
+
@@ -5658,11 +4200,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5672,18 +4210,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Ordnance 4, Concussive (3), Feedback, Shock Pulse, Gets Hot
-
-
-
+
-
-
-
+
@@ -5691,11 +4225,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5705,9 +4235,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Destroyer 1, Large Blast (5"), Ignores Cover
-
-
-
+
@@ -5717,11 +4245,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5731,9 +4255,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Destroyer 1, Large Blast (5"), Shock Pulse, Ignores Cover
-
-
-
+
@@ -5744,11 +4266,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5758,9 +4276,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Destroyer 1, Large Blast (5"), Ignores Cover
-
-
-
+
@@ -5770,11 +4286,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5784,9 +4296,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
Pistol 1
-
-
-
+
@@ -5794,11 +4304,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5808,9 +4314,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Assault 1
-
-
-
+
@@ -5818,11 +4322,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5832,35 +4332,25 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Assault 1, Poisoned (3+), Rending (6+)
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -5870,9 +4360,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Assault 1
-
-
-
+
@@ -5880,11 +4368,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -5894,28 +4378,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Torrent (18")
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -5925,27 +4401,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Assault 1, Armourbane (Melta)
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -5955,28 +4423,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 1, Armourbane (Melta), Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -5986,28 +4446,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 2, Armourbane (Melta), Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6017,28 +4469,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 3, Armourbane (Melta), Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6048,27 +4492,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 4, Armourbane (Melta)
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6078,9 +4514,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 5, Armourbane (Melta), Twin-linked
-
-
-
+
@@ -6088,27 +4522,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
When a model with melta cutters makes a Ram Attack targeting a model with the Vehicle Unit Type or a Building, it adds an additional modifier of +2 to the Strength of the attack, to a maximum of Strength 10.
-
-
-
+
6"
@@ -6116,27 +4542,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 3, Armourbane (Melta)
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6146,27 +4564,19 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Heavy 4, Armourbane (Melta)
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6182,18 +4592,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1
-
-
-
+
-
-
-
-
-
+
@@ -6207,9 +4611,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, Skyfire
-
-
-
+
@@ -6217,12 +4619,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
@@ -6236,9 +4633,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
6
Heavy 1, Blast (3"), Pinning
-
-
-
+
@@ -6247,20 +4642,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
-
-
-
-
+
@@ -6270,9 +4657,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 2, Large Blast (5")
-
-
-
+
@@ -6280,11 +4665,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6294,9 +4675,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 1, Blast (3"), Twin-linked
-
-
-
+
@@ -6305,11 +4684,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6319,9 +4694,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, One Shot
-
-
-
+
@@ -6329,11 +4702,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6343,9 +4712,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 1, Sunder, One Shot
-
-
-
+
@@ -6354,11 +4721,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6368,9 +4731,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 3, Exoshock (6+), Ignores Cover, Twin-linked
-
-
-
+
@@ -6378,19 +4739,13 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -6400,9 +4755,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Sunder, One Shot
-
-
-
+
@@ -6411,11 +4764,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6425,9 +4774,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 3, Pinning, Guided Fire
-
-
-
+
@@ -6436,11 +4783,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6450,9 +4793,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 1, Skyfire, Guided Fire, One Shot
-
-
-
+
@@ -6462,11 +4803,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6482,9 +4819,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
6
Heavy 1, Large Blast (5"), Pinning
-
-
-
+
@@ -6493,12 +4828,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
@@ -6512,9 +4842,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 2. Twin-linked
-
-
-
+
@@ -6522,20 +4850,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
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-
+
-
-
-
-
+
@@ -6545,9 +4865,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Bomb 1, Apocalyptic Barrage (6), One Shot
-
-
-
+
@@ -6556,11 +4874,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6570,28 +4884,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Pistol 1, Breaching (4+), Gets Hot
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6601,28 +4907,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Rapid Fire, Breaching (4+), Gets Hot
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6632,9 +4930,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot
-
-
-
+
@@ -6642,19 +4938,13 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -6664,9 +4954,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot
-
-
-
+
@@ -6675,18 +4963,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -6696,28 +4978,20 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Assault 2, Breaching (4+), Gets Hot
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6727,9 +5001,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Large Blast (5"), Rending (4+)
-
-
-
+
@@ -6737,18 +5009,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -6764,9 +5030,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 1, Rending (4+), Gets Hot, Large Blast (5")
-
-
-
+
@@ -6775,19 +5039,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
-
+
@@ -6801,36 +5058,24 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 6, Breaching (4+)
-
-
-
+
-
-
-
+
-
-
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-
-
-
+
-
-
-
-
+
@@ -6846,18 +5091,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked
-
-
-
+
-
-
-
+
@@ -6865,12 +5106,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
@@ -6884,37 +5120,25 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
4
Heavy 8, Breaching (4+), Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
-
+
-
-
-
-
+
@@ -6924,9 +5148,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Pistol 2, Deflagrate
-
-
-
+
@@ -6934,11 +5156,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6948,9 +5166,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Assault 2, Deflagrate
-
-
-
+
@@ -6958,11 +5174,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6972,9 +5184,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 3, Deflagrate
-
-
-
+
@@ -6982,11 +5192,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -6996,9 +5202,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 5, Deflagrate
-
-
-
+
@@ -7006,11 +5210,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7020,9 +5220,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 6, Deflagrate, Twin-linked
-
-
-
+
@@ -7031,11 +5229,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7045,9 +5239,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 8, Deflagrate, Twin-linked, Pinning
-
-
-
+
@@ -7057,11 +5249,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7071,9 +5259,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 6, Deflagrate
-
-
-
+
@@ -7081,11 +5267,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7095,9 +5277,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 8, Deflagrate
-
-
-
+
@@ -7105,11 +5285,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7119,9 +5295,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, Heavy Beam, Deflagrate
-
-
-
+
@@ -7130,11 +5304,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7144,9 +5314,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
5
Heavy 12, Deflagrate, Pinning
-
-
-
+
@@ -7155,11 +5323,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7169,9 +5333,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Assault 1, One Use, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
-
-
-
+
@@ -7180,20 +5342,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -7203,9 +5359,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
2
Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
-
-
-
+
@@ -7213,9 +5367,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
@@ -7223,11 +5375,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7237,9 +5385,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, Barrage, Blast (3"), Poisoned (3+), Crawling Fire, Lingering Death
-
-
-
+
@@ -7248,20 +5394,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -7271,9 +5411,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 1, Blast (3"), Fleshbane, Rad-phage
-
-
-
+
@@ -7283,11 +5421,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7297,9 +5431,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Melee, Unwieldy, Cumbersome
-
-
-
+
8"
@@ -7307,9 +5439,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
1
Assault 1, Armourbane (Ranged)
-
-
-
+
@@ -7318,18 +5448,12 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
+
-
-
-
-
-
+
@@ -7343,9 +5467,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
3
Heavy 2, Skyfire, Twin-linked
-
-
-
+
@@ -7354,21 +5476,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
-
+
The controlling player may choose to have a model with krak grenades that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification, or a model with the Vehicle, Dreadnought or Automata Unit Type, inflict one automatic Str 6, AP 3 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using krak grenades may not otherwise attack or make use of any other special rule or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
-
-
-
+
@@ -7376,20 +5491,14 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
A unit that includes at least one model with frag grenades makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
-
-
-
+
@@ -7397,11 +5506,7 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
-
-
-
-
-
+
@@ -7409,51 +5514,36 @@ THIS IS A TEMPORARY NOTIFICATION THAT WILL BE REMOVED IN A FEW MONTHS WHEN HOPEF
A model with an iron halo gains a 4+ Invulnerable Save.
Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
-
-
-
+
-
-
-
-
+
Artificer armour confers a 2+ Armour Save.
-
-
-
+
-
-
-
-
+
Power armour provides a 3+ Armour Save.
-
-
-
+
-
-
-
-
+
@@ -7463,9 +5553,7 @@ Invulnerable Saves granted by a refractor field or iron halo do not stack with o
1
Melee, Detonation, Unwieldy, Armourbane (Melee), Instant Death
-
-
-
+
@@ -7473,20 +5561,14 @@ Invulnerable Saves granted by a refractor field or iron halo do not stack with o
-
-
-
+
-
-
-
-
-
+
@@ -7496,17 +5578,12 @@ Invulnerable Saves granted by a refractor field or iron halo do not stack with o
• A unit that includes at least one model with an augury scanner ignores the 24" limit to line of sight when making Shooting Attacks while the Night Fighting rules are in effect.
• When any enemy unit is deployed to the battlefield from Reserves, a unit that includes at least one model with an augury scanner may make the Interceptor Advanced Reaction (see the Horus Heresy: Age of Darkness rulebook, page 309) without expending a point of the Reactive player’s Reaction Allotment. This does not allow the unit to make more than one Reaction per Phase, but does allow the controlling player to exceed the normal three Reactions limit in a given Phase.
-
-
-
+
-
-
-
-
+
@@ -7514,26 +5591,19 @@ Invulnerable Saves granted by a refractor field or iron halo do not stack with o
Boarding shields confer a 5+ Invulnerable Save, but a model with a boarding shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.
Invulnerable saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
-
-
-
+
-
-
-
-
+
A model with a cognis-signum gains the Night Vision special rule. In addition, in lieu of the model with the cognis-signum making a Shooting Attack in the Shooting phase, all other models in the same unit gain a bonus of +1 to their BS for that Shooting phase. This benefit is not cumulative, and no unit can benefit from more than one bonus to their BS from cognis-signum.
-
-
-
+
@@ -7541,11 +5611,7 @@ Invulnerable saves granted by a combat shield or boarding shield do not stack wi
-
-
-
-
-
+
@@ -7553,128 +5619,91 @@ Invulnerable saves granted by a combat shield or boarding shield do not stack wi
Combat shields confer a 6+ Invulnerable Save.
Invulnerable saves granted by a combat shield or boarding shield do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
-
-
-
+
-
-
-
-
+
Any unit that includes one of more modesl with the Cybernetica Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type.while within 12" of a model with a cortex controller.
-
-
-
+
-
-
-
-
+
A model with a cyber-familiar adds +1 to its Invulnerable Save (to a maximum of 3+) or an Invulnerable Save of 6+ if they do not already possess one. In addition, they allow them to re-roll failed Characteristic tests other than Leadership tests, Psychic checks or failed Dangerous Terrain tests.
-
-
-
+
-
-
-
-
+
A model with a dozer blade may re-roll all failed Dangerous Terrain tests made for it.
-
-
-
+
-
-
-
-
+
All models with the Infantry or Cavalry Unit Types in a unit that includes at least one model with a narthecium gains the Feel No Pain (5+) special rule. Units that include more than one narthecium do not stack the Feel No Pain (X) special rule and gain no additional benefit. Models with the Artillery Sub-type are not affected by this special rule and do not gain the Feel No Pain (X) special rule.
-
-
-
+
-
-
-
-
+
While at least one model with a nuncio-vox is present on the battlefield and not Embarked in a Vehicle or Building, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as the model with the nuncio-vox has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment. In addition, a unit that includes at least one model with a nuncio-vox ignores the -1 penalty to Leadership imposed by the Night Fighting rules.
-
-
-
+
-
-
-
-
+
Any enemy model within 18" and line of sight of a model with a psychic hood must reduce its Leadership by -2 when making Psychic checks. This modifier is not cumulative and no model may suffer from penalties from more than one psychic hood.
-
-
-
+
-
-
-
-
+
During a turn in which a unit with at least one model with rad grenades successfully Charges, or is themselves successfully Charged, all models in the enemy unit(s) suffer a -1 penalty to their Toughness Characteristic (to a minimum of toughness 1) until the end of the Fight Sub-phase that follows the successful Charge. Note: This does affect Instant Death thresholds.
-
-
-
+
@@ -7682,28 +5711,19 @@ Invulnerable saves granted by a combat shield or boarding shield do not stack wi
-
-
-
-
-
+
A model with a ramjet diffraction grid reduces the Strength of Shooting Attacks made against its Rear or Side armour by -1, or -2 if that attack has the Blast special rule or uses a template to determine its Range. A ramjet diffraction grid has no effect on attacks inflicted with weapons of the Destroyer type.
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@@ -7711,34 +5731,24 @@ Invulnerable saves granted by a combat shield or boarding shield do not stack wi
A model with a refractor field gains a 5+ Invulnerable Save.
Invulnerable Saves granted by a refractor field or iron halo do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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Scout armour provides a 4+ Armour Save.
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@@ -7747,26 +5757,19 @@ Invulnerable Saves granted by a refractor field or iron halo do not stack with o
In addition, any unit that has been the target of a Shooting Attack made by a unit with searchlights (regardless of whether any Hits were inflicted or not) may be freely targeted for Shooting Attacks by any other unit, ignoring the 24" restriction to line of sight imposed by the Night Fighting rules.
Searchlights do not count as weapons and may not be targeted by the Weapon Destroyed result on the Vehicle Damage table.
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Whenever targeted by a Shooting Attack, the range between an attacking unit and a unit that includes at least one model with shroud bombs is considered to be 6" further than the actual range between the two units – enemy models with the Night Vision special rule and models with the Primarch Unit Type ignore this effect. In addition, when attacked by a weapon with the Barrage special rule, a unit that includes at least one model with shroud bombs is always treated as though it was out of line of sight when scattering any attacks.
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@@ -7774,28 +5777,19 @@ Searchlights do not count as weapons and may not be targeted by the Weapon Destr
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The controlling player may choose to trigger smoke launchers once a model with them has completed its movement in the Movement phase, and may only choose to trigger them if the model has moved no faster than Combat Speed that turn. Once triggered, the model with smoke launchers counts as being more than 25% obscured, regardless of terrain, until the start of the controlling player’s next turn and gains a 6+ Cover Save. A model whose smoke launchers have been triggered may not make any Shooting Attacks, except as part of a Reaction, in the same turn. Smoke launchers may only be used once per battle, and once triggered may not be further used – in addition, they do not count as a weapon and may not be targeted by Weapon Destroyed results on the Vehicle Damage table.
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@@ -7803,60 +5797,43 @@ Searchlights do not count as weapons and may not be targeted by the Weapon Destr
A heavy weapon with a suspensor web may be treated as having the type Assault rather than Heavy when used to attack as part of any Shooting Attack at targets at up to half the weapon’s usual maximum range.
Example: A heavy bolter with a suspensor web, which is usually a Range 36" Heavy 4 weapon, can instead be used as if it were a Range 18" Assault 4 weapon if the controlling player wishes.
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At the start of each Game Turn you can declare whether each vox disruptor array in your army is turned on or turned off. While there is at least one model on the battlefield with a vox disruptor array turned on, regardless of whether that model is enemy or friendly, any attempt to perform a Deep Strike Assault, Drop Pod Assault, Area Denial Drop or Subterranean Assault during that turn is Disordered on the roll of a ‘1’, ‘2’ or ‘3’ instead of just on a ‘1’.
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A model with an atomantic deflector gains a 5+ Invulnerable Save and any model with an atomantic deflector and a Wounds Characteristic that suffers an unsaved Wound with the Instant Death special rule is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it. In addition, when a model with an atomantic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6" suffer an automatic Hit at Str 8, AP -.
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The controlling player may choose to have a model with a breacher charge that is Engaged or otherwise in base contact during the Assault phase with a Building or Fortification model, inflict one automatic Str 10 AP 2 Hit on the target in Initiative Step 1 instead of attacking normally. Any model in a unit that is chosen to inflict Hits using breacher charges may not otherwise attack or make use of any other special rules or item of Wargear that inflicts Hits or Wounds on a model in the same Assault phase (but may participate in Sweeping Advances as normal).
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@@ -7864,11 +5841,7 @@ Example: A heavy bolter with a suspensor web, which is usually a Range 36"
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@@ -7880,15 +5853,10 @@ Example: A heavy bolter with a suspensor web, which is usually a Range 36"
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While any model with the Character Sub-type is Embarked upon a model with this special rule, friendly units with the same version of the Legiones Hereticus special rule that are within 18" or that include a model with a nuncio-vox may use the Embarked model’s Leadership Characteristic for Morale checks and Pinning tests. If more than one model with the Character Sub-type is Embarked upon a model with this special rule then the controlling player chooses which model’s Leadership Characteristic is used.
@@ -7898,23 +5866,15 @@ Example: A heavy bolter with a suspensor web, which is usually a Range 36"
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@@ -7923,68 +5883,48 @@ Example: A heavy bolter with a suspensor web, which is usually a Range 36"
• Disruption Mode: Any Reserves rolls made by an enemy player to bring units into play from Reserve are modified by -1 while this mode is active. This modifier does not stack with any other negative modifiers to Reserves rolls – use the highest single modifier instead. However, once the final negative modifier to a Reserves roll is determined, it can be reduced by any positive modifiers applied to the roll (for example if a Reserves roll was affected by both a -1 and +1 modifier then they would cancel each other and no modifier would be applied).
• Relay Mode: Any Reserves rolls made by the controlling player to bring units into play from Reserves may be rerolled while this mode is active.
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A model with a flare shield reduces the strength of Shooting Attacks made against its Front Armour by -1, or -2 if that Shooting Attack has the Blast special rule or uses a template to determine its Range. A flare shield has no effect on Shooting Attacks inflicted with weapons of the Destroyer type.
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As long as a model with this special rule is deployed on the battlefield, the controlling player may choose to re-roll all failed Reserves roll they make.
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A unit that includes at least one model with a grenade harness makes attacks at its normal Initiative Step during an Assault after it has successfully Charged through Difficult Terrain or Dangerous Terrain, but still suffers any penalties to Charge rolls imposed by Difficult Terrain or Dangerous Terrain when resolving a Charge through Difficult Terrain or Dangerous Terrain.
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@@ -7996,17 +5936,12 @@ Example: A heavy bolter with a suspensor web, which is usually a Range 36"
• When the model makes a Shooting Attack as part of the Interceptor Reaction, the Reaction does not cost the controlling player a point from their Reaction Allotment. This does not allow the unit to make more than one Reaction per phase, but does allow the controlling player to exceed the normal three Reactions limit in a given phase.
• When a model with the Vehicle Unit Type and a helical targeting array makes a Shooting Attack as part of the Interceptor Reaction, that model may fire all of its weapons, not just Defensive Weapons, as part of the Shooting Attack.
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@@ -8017,17 +5952,12 @@ Any model equipped with a Jet Pack also gains the Bulky (2) and Deep Strike spec
During any Reaction that allows a unit equipped entirely with Jet Packs to move, increase the distance of that move by 6. This allows the unit to ignore terrain in the same manner as other Jet Pack moves.
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@@ -8038,17 +5968,12 @@ Any model equipped with a Jump Pack also gains the Bulky (2) and Deep Strike spe
During Reactions made in any Phase, a unit equipped with Jump Packs may not activate them to gain any bonus to their Movement Characteristic.
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@@ -8058,17 +5983,13 @@ During Reactions made in any Phase, a unit equipped with Jump Packs may not acti
2
Melee, Unwieldy, Shred, Armourbane (Melee)
-
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A model with a machinator array makes two additional attacks in the Assault phase. These attacks are made using the weapon profiles shown below.
Additionally, a machinator array incorporates a flamer and a meltagun. A model with the Battlesmith special rule may add +2 to their Repair roll result if they also have a machinator array.
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@@ -8077,9 +5998,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8087,28 +6006,18 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8118,27 +6027,19 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
4
Rapid Fire, Breaching (6+)
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@@ -8148,28 +6049,20 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
4
Rapid Fire, Twin-linked, Breaching (6+)
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@@ -8179,9 +6072,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Melee, Unwieldy, Force
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@@ -8190,11 +6081,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8204,9 +6091,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
3
Melee, Force
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@@ -8214,11 +6099,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8228,9 +6109,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
3
Melee, Reach (1), Force
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@@ -8238,18 +6117,12 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8259,9 +6132,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
3
Melee, Rending (6+), Force
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@@ -8270,11 +6141,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8284,9 +6151,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
3
Melee, Shred, Rending (6+), Specialist Weapon
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@@ -8294,19 +6159,13 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8316,28 +6175,20 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Melee, Murderous Strike (6+), Specialist Weapon
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@@ -8347,9 +6198,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Melee, Unwieldy
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@@ -8357,11 +6206,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8371,9 +6216,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Melee, Unwieldy, Specialist Weapon
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@@ -8382,11 +6225,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8396,27 +6235,19 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
3
Melee, Rending (6+)
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@@ -8426,17 +6257,12 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
3
Melee
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@@ -8446,27 +6272,19 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
3
Melee, Reach (1)
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@@ -8476,16 +6294,12 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Melee, Unwieldy
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A model with a servo-arm may make a single additional attack in the Assault phase as well as any they would normally be eligible to make. These attacks are made using the weapon profiles shown below.
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@@ -8493,12 +6307,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8508,9 +6317,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
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@@ -8519,18 +6326,12 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8540,27 +6341,19 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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Melee, Brutal (3)
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@@ -8570,34 +6363,24 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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Melee, Breaching (5+), Duellist's Edge (1)
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@@ -8607,34 +6390,24 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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Melee, Breaching (6+), Duellist's Edge (1)
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@@ -8644,35 +6417,25 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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Melee, Breaching (5+), Duellist's Edge (2), Two-handed
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@@ -8682,9 +6445,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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Melee, Armourbane (Melee), Unwieldy
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Melee, Two-handed, Shred
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Melee, Two-handed
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4
Melee, Two-handed, Haywire
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Melee, Shred, Two-handed
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Melee, Shred
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Heavy 4, Rending (6+)
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Rapid-fire, Twin-linked
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Assault 1, Twin-linked
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Heavy 4, Twin-linked
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Assault 1, Twin-linked
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1
Assault 1, Armourbane (Melta), Twin-linked
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@@ -8974,18 +6665,12 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -8995,9 +6680,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
4
Rapid Fire, Breaching (4+), Gets Hot, Twin-linked
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@@ -9005,19 +6688,13 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
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@@ -9027,34 +6704,24 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Melee, Armourbane (melee), Murderous Strike (5+)
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@@ -9064,9 +6731,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
2
Heavy 1, Sunder, Twin-linked
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@@ -9100,9 +6761,7 @@ Additionally, a machinator array incorporates a flamer and a meltagun. A model w
Fire Point (Front 4)
Fire Point (Front 4)
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@@ -9112,13 +6771,9 @@ Fire Point (Front 4)
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@@ -9126,21 +6781,12 @@ Fire Point (Front 4)
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@@ -9164,9 +6810,7 @@ Hull Mounted (Left) Heavy Bolter
Hull Mounted (Right) Heavy Bolter
Hull Mounted (Rear) Heavy Bolter
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@@ -9177,13 +6821,7 @@ Hull Mounted (Rear) Heavy Bolter
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@@ -9194,10 +6832,7 @@ Hull Mounted (Rear) Heavy Bolter
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@@ -9207,23 +6842,14 @@ Hull Mounted (Rear) Heavy Bolter
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@@ -9233,9 +6859,7 @@ Hull Mounted (Rear) Heavy Bolter
2
Heavy 1, Skyfire
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@@ -9243,11 +6867,7 @@ Hull Mounted (Rear) Heavy Bolter
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@@ -9269,9 +6889,7 @@ Four single Blast Shields
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@@ -9281,30 +6899,19 @@ Four single Blast Shields
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@@ -9316,9 +6923,7 @@ Four single Blast Shields
2
Heavy 5, Twin-linked
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@@ -9326,11 +6931,7 @@ Four single Blast Shields
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4
Heavy 4, Twin-linked, Neutron-flux, Breaching (5+)
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4
Heavy 1, Large Blast (5"), Ignores Cover, Pinning
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@@ -9384,11 +6975,7 @@ Four single Blast Shields
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@@ -9398,9 +6985,7 @@ Four single Blast Shields
2
Heavy 5, Skyfire, Twin-linked
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4
Heavy 9, Pinning, Deathstorm, Limited Ammunition
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@@ -9457,9 +7029,7 @@ Four single Blast Shields
4
Rapid Fire
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24"
@@ -9467,9 +7037,7 @@ Four single Blast Shields
4
Assault 1, Breaching (4+)
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18"
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6
Assault 3, Ignores Cover
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4
Heavy 1, Barrage, Large Blast (5"), Rocket Barrage
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@@ -9520,11 +7078,7 @@ Four single Blast Shields
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@@ -9534,9 +7088,7 @@ Four single Blast Shields
4
Ordnance 1, Massive Blast (7"), Rending (6+), Limited Ammunition
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@@ -9544,19 +7096,13 @@ Four single Blast Shields
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Melee, Shred
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@@ -9576,20 +7120,14 @@ Four single Blast Shields
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Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit within 6", that unit increases its Strength by +1 for the duration of the current player turn. When using this power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then both Strength and Toughness are increased by +1 for the duration of the current player turn. If the Check is failed, then the target unit gains no benefit and the Psyker suffers Perils of the Warp.
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@@ -9597,9 +7135,7 @@ Four single Blast Shields
4
Melee, Rending (4+), Psychic Focus
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@@ -9607,9 +7143,7 @@ Four single Blast Shields
Biomantic Augmentation (Psychic Power)
Biomancer’s Rage (Psychic Weapon)
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@@ -9620,21 +7154,14 @@ Biomancer’s Rage (Psychic Weapon)
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Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit within 12". The target unit gains the Precision Strikes (6+) and Precision Shots (6+) special rules for the duration of the current player turn. When using this power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then the target unit instead gains the Precision Strikes (5+) and Precision Shots (5+) special rules for the duration of the current player turn. If the Check is failed then no additional benefit is gained and the Psyker suffers Perils of the Warp.
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18"
@@ -9642,9 +7169,7 @@ Biomancer’s Rage (Psychic Weapon)
2
Assault 1, Sniper, Guided Fire, Psychic Focus
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@@ -9652,9 +7177,7 @@ Biomancer’s Rage (Psychic Weapon)
Divinatory Aegis (Psychic Power)
Diviner’s Dart (Psychic Weapon)
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@@ -9668,21 +7191,14 @@ Diviner’s Dart (Psychic Weapon)
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Instead of making a Shooting Attack, a Psyker with this Psychic Power can place a Large Blast (5") marker anywhere on the battlefield that is entirely within 18" and within line of sight of the Psyker. Once placed, scatter the marker D6" to determine its final position and then leave it in place until the beginning of the controlling player’s next Shooting phase. The area under the marker counts as Difficult Terrain and any model, friendly or enemy, under the marker’s final position, or that moves onto or through the marker, suffers a Strength 6, AP 4 Hit. When using this Psychic Power, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then the Psyker’s controlling player may place and scatter up to three Large Blast (5") markers instead of just one. Any model under more than one Blast marker placed using this Psychic Power suffers 1 Hit for each Blast marker it is under. If the Check is failed then the power fails completely, no markers are placed and the Psyker suffers Perils of the Warp.
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@@ -9690,9 +7206,7 @@ Diviner’s Dart (Psychic Weapon)
3
Melee, Unwieldy, Pyromanric Desolation, Psychic Focus
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@@ -9700,14 +7214,10 @@ Diviner’s Dart (Psychic Weapon)
Pyromantic Combustion (Psychic Power)
Pyromantic Desolation (Psychic Weapon)
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In addition to attacking normally in the Assault Phase, at the beginning of the Initiative Step at which the model using this Psychic Weapon would normally attack, but before any Pile-in moves or attacks are made, place a Blast (3") marker centred on the attacking model. All other models wholly or partially under the marker, friendly or enemy, suffer an automatic Hit with the profile shown. These Hits are resolved immediately and do not count for the purpose of resolving the winner of an assault. Once they are resolved, the attacking model may Pile-in and make any other attacks as normal.
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@@ -9719,12 +7229,7 @@ Pyromantic Desolation (Psychic Weapon)
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@@ -9734,16 +7239,12 @@ Pyromantic Desolation (Psychic Weapon)
4
Heavy 1, Sunder, Blast (3"), Psychic Focus
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Instead of moving during the Movement phase, a Psyker with this Psychic Power may instead activate this Psychic Power. All models, friendly and enemy, that are within 8" of the Psyker gain a 6+ Invulnerable Save when targeted by any model that is not also within 8" of the Psyker. If the Psyker moves, makes a Shooting Attack, Charges or is successfully Charged by an enemy unit, then the Psychic Power ends, otherwise it remains in effect indefinitely. When initially using the Psychic Power, or at the start of any of the controlling player’s subsequent Movement phase while it is in effect, the controlling player may choose to have the Psyker take a Psychic check. If the Check is passed then models affected by this Psychic Power gain a 4+ Invulnerable Save instead of a 6+ Invulnerable Save. If the Check is failed then the Psyker suffers Perils of the Warp and the Psychic Power immediately ends.
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@@ -9751,9 +7252,7 @@ Pyromantic Desolation (Psychic Weapon)
Telekine Dome (Psychic Power)
Telekine’s Focus (Psychic Weapon)
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@@ -9765,21 +7264,14 @@ Telekine’s Focus (Psychic Weapon)
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Once per turn, at the start of any Phase, the Psyker with this Psychic Power’s controlling player may select a single enemy unit within 24" and line of sight of the Psyker and take a Psychic check. If that Check is passed then the target unit may not make any Reactions for the duration of that Phase. If the Check is failed then the Psyker suffers Perils of the Warp.
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36"
@@ -9787,24 +7279,18 @@ Telekine’s Focus (Psychic Weapon)
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Assault 6, Hallucinations, Psychic Focus
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A unit that suffers one or more Hits from a Weapon with this special rule must make an immediate Pinning test, adding one to the result of the roll for each Hit scored by this attack before the result is decided. For example, if a Psyker attacks an enemy unit that has a Leadership of 8, scoring 3 Hits with Telepathic Hallucinations, then that unit must make an immediate Pinning test and add 3 to the result rolled before determining the result.
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A Psyker with this Discipline gains all the listed Powers, weapon and other special rules, as well as the AethericLightning Psychic Weapon.
Telepathic Fugue (Psychic Power)
Telepathic Hallucinations (Psychic Weapon)
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@@ -9814,21 +7300,14 @@ Telepathic Hallucinations (Psychic Weapon)
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Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single friendly unit with at least one model within 12" and make a Psychic check. If the Psychic check is passed then all non-Vehicle models in the target unit may roll a D6. On a roll of a 5+, that model regains a single lost Wound. This ability cannot be used to increase a model’s Wounds beyond its starting Wounds Characteristic.
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Template
@@ -9836,9 +7315,7 @@ Telepathic Hallucinations (Psychic Weapon)
3
Assault 1, Sanctic, Psychic Focus
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@@ -9846,9 +7323,7 @@ Telepathic Hallucinations (Psychic Weapon)
Thaumaturgic Succour (Psychic Power)
Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -9859,21 +7334,14 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -9881,10 +7349,7 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -9894,13 +7359,9 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -9912,20 +7373,14 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -9933,27 +7388,19 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -9964,20 +7411,14 @@ Thaumaturge’s Cleansing (Psychic Weapon)
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@@ -9990,19 +7431,12 @@ Thaumaturge’s Cleansing (Psychic Weapon)
Scornful Fire – This Advanced Reaction may be made once per battle during the Shooting phase when any enemy unit declares a Shooting Attack targeting a unit that includes a model with the Independent Character special rule under the Reactive player’s control which is part of the Mechanicum Detachment. The Reacting unit, and any friendly Mechanicum units eligible to make a Reaction within 12", may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of this Reaction counts as having made a Reaction in this Phase.
A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive Weapons. Template weapons may only be used as part of a Scornful Fire Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally.
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@@ -10013,13 +7447,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10029,11 +7459,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10044,13 +7470,9 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10060,11 +7482,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10074,9 +7492,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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Pistol 2, Poisoned (3+), Pinning
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@@ -10084,18 +7500,12 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10105,9 +7515,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
3
Destroyer 2, Apocalyptic Barrage
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@@ -10116,11 +7524,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10130,9 +7534,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
1
Destroyer 1, Apocalyptic Blast (10"), Sunder
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@@ -10142,11 +7544,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10156,9 +7554,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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Destroyer 2, Apocalyptic Blast (10"), Pinning, Shell Shock (1)
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@@ -10167,19 +7563,13 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10189,9 +7579,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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Melee, Armourbane (Melee), Concussive (2)
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Template
@@ -10199,32 +7587,24 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
4
Heavy 1, Concussive (1), Graviton Pulse*,Grav Wave, Haywire
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@@ -10232,11 +7612,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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Heavy 3
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@@ -10266,9 +7637,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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Destroyer 1, Torrent (24")
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@@ -10276,18 +7645,12 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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@@ -10297,9 +7660,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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Assault 1, Fleshbane, Rad-phage
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@@ -10323,9 +7680,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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Destroyer 1, Large Blast (5")
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@@ -10334,11 +7689,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
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Heavy 1, Massive Blast (7"), Armourbane (Melta)
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Heavy 3
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@@ -10422,9 +7754,7 @@ A unit that makes a Shooting Attack as part of a Scornful Fire Reaction may not
Only one model in an army may be upgraded to have the Paragon of Metal special rule. Models upgraded with the Paragon of Metal special rule must have the Automata (Cybernetica) Unit Type before the upgrade is applied. This rule confers the Paragon Sub-type, which replaces the Cybernetica Unit Sub-type, and confers the It Will Not Die (4+), Precision Strikes (4+), Precision Shots (4+) and Rampage (2) special rules. A model upgraded with the Paragon of Metal special rule also increases both their starting Wounds Characteristic and their Weapon Skill Characteristic by +1.
In addition, a model with the Paragon of Metal special rule may not be targeted or affected by any Cybertheurgic Power or any Weapon with the Data-djinn special rule, either friendly or enemy.
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The following rules apply to all models with the Paragon Unit Sub-type
• Models with the Paragon Unit Sub-type are not affected by special rules that negatively modify their Characteristics (other than Wounds or Hull Points).
@@ -10435,50 +7765,34 @@ In addition, a model with the Paragon of Metal special rule may not be targeted
From December 2023 Liber Mechanicum FAQ, page 2:
Q. Can a unit with the Paragon Unit Sub-type make Reactions?
A. No.
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Heavy 3, Breaching (4+), Gets Hot
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Ordnance 1, Massive Blast (7"), Breaching (4+), Reactor Overload
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Melee, Breaching (5+)
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Melee
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Melee, Brutal (2), Sunder, Wrecker, Specialist Weapon
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Destroyer 2, Apocalyptic Barrage, Ignores Cover, Reactor Overload
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Destroyer 1, Large Blast (5"), Ignores Cover, Twin-linked
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Heavy 15, Pinning, Shell Shock (1)
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Destroyer 3, Massive Blast (7"), Pinning, Shell Shock (1)
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Ordnance 1, Large Blast (5"), Rending (6+), Pinning
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Ordnance 1, Massive Blast (7"), Pinning, Shell Shock (2)
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Ordnance 1, Large Blast (5"), Sunder, Rending (5+), Brutal (3)
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Ordnance 1, Barrage, Large Blast (5"), Pinning, Rending (6+)
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Ordnance 1, Barrage, Large Blast (5"), Shred, Pinning
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Ordnance 1, Barrage, Large Blast (5")
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Ordnance 1, Barrage, Blast (3"), Breaching (4+)
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Ordnance 1, Twin-linked, Skyfire
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Melee
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Pistol 1
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Heavy 1, Skyfire, Sunder, One Use
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Heavy 1, Blast (3"), Pinning
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Heavy 2, Sunder, Brutal (2)
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Assault 1, Fleshbane, Rad-phage, Twin-linked
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Heavy 3, Breaching (4+), Gets Hot, Twin-linked
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Fire Point (Front 6)
Two Turret Mounted Lascannons
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Hull Mounted (Right) Heavy Bolter
Hull Mounted (Rear) Heavy Bolter
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Void Shield Envelope: Thie Advanced Reaction may be made during the Shooting phase whenever an enemy unit targets a friendly unit that has at least half of its models within 6" of a friendly Void Shield Generator with a Shooting Attack, excluding friendly units that include any models with the Monstrous, Gargantuan, Knight, Titan, Super-heavy of Flyer Sub-types. Before the Active player has resolved any Hit rolls, the Reactive player mayu choose to expend one of their Reactions for that Phase to have the unit targeted by the Shooting Attack gain the Shrouded (4+) special rule until the end of the Shooting phase. Note that this Advanced Reaction does not improve any existing instances of the Shoudled (X) special rule that a unit may have. The unit that has gained the Shoulded (4+) special rule as a result of this Reaction does not count as having made a Reaction, and mayb itself make a Reaction provided it would otherwise be able to do so, and the Reactive player has sufficient Reaction allotment remaining in that Phase.
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The controlling player of a model with a Void Shield Projector may make the Void Shield Envelope Advanced Reaction.
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Hull Mounted (Right) Mounted Twin-linked Heavy Bolter or Heavy Flamers
Hull Mounted (Rear) Mounted Twin-linked Heavy Bolter or Heavy Flamers
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A model with this special rule is deployed anywhere within the controlling player's deployment zone, more than 12" away from any enemy models, after models with the Scout of Infiltrate special rules. If both players have models with this special rule, roll off to see who will deploy them first.
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Hull Mounted (Front) Twin-linked Turbo-laser Destructor
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If a model has a Transport Capacity and the Garrison Vault special rule, then it may transport any number of Infantry units (plus any Characters that have joined the units), so long as the number of models in the Embarked units do not exceed the model's Transport Capacity. Some models when the Garrison Vault special rule may be able to transport other units in additiona to Infantry. Where this is true, the model's profile will note exactly which units may Embark on this building.
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If the first model placed on the battlefield when performing a Deep Strike Assault is place on the battlements of a Fortification with this special rule, that has been included as part of the controlling player's army, the model does not scatter and can be placed as if a result of Hit had been rolled. Once this first unit has been deployed, roll a D6. On the roll of a "1", the Deep Strike Assault anywhere within 24" of the first unit without scattering, though no model may be within 1" of an enemy model or within Impassable Terrain. If the roll is a "2" or higher, then the controlling player deployed each other unit anywhere within 6" of the first, though no model may be within 1" of an enemy model of within impassable terrain - if there is no space to deploy a unit within 6" of the first, then the opposing player deploys that unit as if it was part of a Disordered drop.
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When a unit that includes at least one model with psyk-out grenades makes a successful Charge targeting a unit that includes one of more models with the Psyker Unit Sub-type or Daemon Unit Type, no reactions may be declared against the Charge.
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All models with the Infantry, Dreadnought or Cavalry Unit Type and Legiones Astartes (Night lords) special rule in the same army as Konrad Curze gain the Night Vision and Bloody Murder special rules and are immune to the effects of the Fear (X) special rule. In addition, an army with Konrad Curze as it Warlord gain an additional Reaction in the Movement phase as long as Konrad Curze has not been removed as a casualty.
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Assault 1, Instant Death, Armourbane (Ranged), Gets Hot
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Assault 1, Instant Death, Armourbane (Ranged), Gets Hot, Twin-linked
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Pistol 1, Armourbane (Melta)
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Pistol 2
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Assault 2
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Rapid Fire
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Heavy 2
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18"
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Heavy 1
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Rapid Fire
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Assault 3
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Assault 1
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24"
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Assault 1, Blast (3"), Pinning
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Heavy 3, Skyfire
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Heavy 6, Twin-linked
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Ordinance 1, Massive Blast (7")
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Assault 2, Concussive (1)
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Samus, Ka’bandha & Cor'bax may always be selected as an Army’s Warlord even if it is not part of the Primary Detachment
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Assault 5
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Pistol 1, Brutal (2), Concussive (1)
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Heavy 1, Large (5") Blast, Pinning, Barrage, Shell Shock (1)
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Heavy 1, Blast (3"), Barrage, Pinning
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Heavy 1, Large (5") Blast, Barrage, Pinning, One Use
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Heavy 1, Sunder, Pinning, Sniper
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Assault 3, Poisoned (3+), Pinning
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Heavy 1, Large (5") Blast, Pinning, One Use
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Heavy 1, Skyfire, Sunder, One Use
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Heavy 1, Large Blast (5"), Rending (4+)
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Melee, Ungainly, Brutal (2), Sudden Strike (2), Two-handed
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Melee, Ungainly, Lance, Sudden Strike (2), Two-handed, One Use
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Pistol 2
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Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a point within 12" and at least 3" away from any enemy model or Impassable Terrain – place a 3" Blast marker to represent the Warp Rift until this power is resolved.
@@ -14018,10 +10443,7 @@ Once the final location of the chosen point is determined, the Esoterist’s con
Once all models in the unit have moved onto the battlefield, the Warp Rift marker is removed from play. The Daemon unit brought into play by use of this power may be targeted by the Interceptor Reaction and may act as normal in the Shooting phase in which it arrives and may declare a Charge in the Assault phase of the turn in which it enters play.
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18"
@@ -14029,26 +10451,19 @@ Once all models in the unit have moved onto the battlefield, the Warp Rift marke
4
Assault 12, Sanctic, Deflagrate, Psychic Focus
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Instead of making a Shooting Attack, a Psyker with this Psychic Power may select a single anemy unit composed entirely of models with the Daemon Unit Type or Corrupted Unit Sub-type that is within line of sight and has at least one model within 18" of the Psyker. All models in the target unit must reduce their Strength and Toughness by 1 (to a minimum of Toughtness and Strength 1) until the end of the target unit's controlling player's next turn - the controlling player of the Psyker using this Power may then choose to make a Psychic check from the Psyker If the Check is passed the target unit also suffers Perils of the Warp, and if the Check is failed then both the target unit and the Psyker using this Psychic Power suffer Perils of the Warp.
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When a Charge is declared for a model with this power, or for a unit that includes a model with this power, the Controlling player may choose to make a Psychic check for the model before any dice are rolled to determine the Charge Distance of that Charge. If the Psychic check is successful then the model with this power gains the Hammer of Wrath (3) special rule and increases both their Strength and Toughness characteristics by +1 for the duration of that Assult Phase. If the Check is failed then the model suffers Perils of the Warp, and once that has been resolved gains +1 to both its Strength and Toughness Characteristics until the start of the controlling players next turn
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Any Psyker with the Warp Torrent Psychic Weapon may choose to have the unit they are a part of suffer Perils of the Warp before making any attacks with that weapon. If this option is not chosen, then resolve the attack using the Torrent profile. If this option is chosen, first resolve Perils of the Warp against the unit that the attacking model is part of, if the attacking model survives then resolve the attack using the Malignant profile.
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*For each unsaved Wound inflicted on the attacking model’s unit due to the Perils of the Warp attack triggered by the Malignant Force special rule, increase this value by +1.
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@@ -14384,27 +10723,18 @@ Please do not report validation issues as a bug, we are aware of them, and are i
If you wish to use the list builder that supports the design choices we have made, please head on over to https://www.newrecruit.eu instead
Be aware that we are actively trying to find a solution to this, but it is less "when" and more "if" at this point.
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Void armour confers a 4+ Armour Save.
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Any friendly unit that includes at least one model with a vox interlock may choose to use the Leadership value of any model in a friendly unit with a command vox when making Pinning tests or Morale checks – this includes any friendly units with a command vox that are in Reserves or are Embarked on a model with the Vehicle Unit Type.
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A unit that includes at least one model with an Auxilia vexilla adds +1 to the Wounds score used to decide if they win a Combat in the Assault phase. In addition, a unit that includes at least one model with an Auxilia vexilla may choose to Fall Back only a distance equal to the roll of a D6 instead of 2D6 (or 3D6 if a Cavalry unit) and if forced to move off the edge of the battlefield will instead stop with each model 1" away from the edge of the battlefield.
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A unit that includes at least one model with an Militia vexilla adds +1 to the Wounds score used to decide if they win a Combat in the Assault phase.
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Flak armour confers a 5+ Armour Save.
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•Any models with the Legiones Astartes (Dark Angels) special rule that have a missile launcher may take stasis missiles in addition to any other missile available to them for +5 points per model, all such weapons in the same unit must be upgraded with the same option if chosen. The weapon is counted as a "Missile" weapon for rules that affect such weapons.
• The Dark Angels gain access to a Legion-Specific Legion Consularis Upgrade in the "Paladin of the Hekatonystika"
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Any Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Dark Angels) special rule may be upgraded to a Paladin of the Hekatonystika Consul instead of selecting any standard Consul Upgrades which grants the following benefits.
• A Paladin of the Hekatonystika must be given one of the Orders of the Hekatonystika options available to the Inner Circle Knights Cenobium at no additional points cost and must increase his WS to 6 and Ld to 10. In addition, a Paladin of the Hekatonystika gains the Stubborn and Adamantium Will (3+) special rules.
• A Paladin of the Hekatonystika must take a Terranic greatsword for no additional points cost.
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The Angels of Death – This Advanced Reaction may be made once per battle, when a Charge is declared for an enemy unit targeting one of the Reactive player’s units. Before the Charge is resolved, the Reactive player must make a Leadership test using the lowest Leadership Characteristic in the unit making this Reaction. If the Leadership test is passed then all models in the Reacting unit gain the Fearless and Fear (2) special rules until the end of the controlling player’s next turn. If the Leadership test is failed then all models in the unit making this Reaction instead gain the Stubborn and Fear (1) special rules until the end of the controlling player’s next turn.
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• Any model with the Legiones Astartes (Emperor's Children) special rule and the Character Unit Sub-type may at no additional cost exchange a power weapon for a Phoenix Rapier or Phoenix Power Spear. Both weapons are counted as a "Power" Weapons for those rules that affect such weapon
• The Emperor's Children gain access to a Legion-Specific Legion Consularis Upgrade in the "Phoenix Warden"
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A Legion Tartaros Centurion with the Legiones Astartes (Emperor's Children) special rule may be upgraded to a Phoenix Warden.
• The Phoenix Warden gains the Skill Unmatched and Living Icons Special Rules.
• The Phoenix Warden gains a Phoenix Pattern Power Weapon of any kind and an Iron Halo at no additional points cost.
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The Perfect Counter – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy unit declares a Charge targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Emperor’s Children) special rule. When a Charge Distance roll is made for the enemy unit making the Charge, the Reactive player must also make a Charge Distance roll for the Reacting unit. If the result of the Reacting unit’s Charge Distance roll is equal to or greater than that of the enemy unit then the Reactive player may choose to make a Charge with the Reacting unit immediately (cancelling the enemy unit’s Charge if it is successful and gaining all the usual benefits of a successful Charge) or if the Reacting player’s Charge Distance roll is lower than that of the enemy unit, the Reactive player may choose to have the unit make a Shooting Attack targeting the enemy unit and which must be fully resolved before the enemy unit resolves its own Charge. A unit that makes a Shooting Attack as part of a The Perfect Counter Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons may only be used as part of a The Perfect Counter Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally.
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When a model with this special rule makes a Shooting Attack or Melee attack targeting a model with the Dreadnought, Automata, Vehicle or Building Unit Type it gains +1 to the Strength of that attack.
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Bitter Fury – Bitter Fury – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Iron Warriors) special rule. Once the Active player has resolved all To Hit and To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may make a Shooting Attack, targeting the unit that triggered this Reaction, with all weapons making twice their normal number of attacks but gaining the Gets Hot special rule. To Hit rolls for weapons that already possess the Gets Hot special rule trigger that special rule on a roll of 1 or 2 during this Shooting Attack, instead of only on a 1. A unit that makes a Shooting Attack as part of a Bitter Fury Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapon or special rule that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons used as part of a Bitter Fury Reaction use the Wall of Death rule instead of firing normally.
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• Any Model with both the Legiones Astartes (White Scars) and Independent Character special rule that does not also have the Unique Sub-type may take a Cyber-Hawk for +10 points.
• The White Scars gain access to a Legion-Specific Legion Consularis Upgrade in the "Stormseer"
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A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (White Scars) special rule may be upgraded to a Stormseer Consul instead of selecting any of the standard Consul upgrades, gaining following benefits.
@@ -14719,9 +10971,7 @@ Bitter Fury – Bitter Fury – This Advanced Reaction may be made once per batt
• A Stormseer gains the Psyker Sub-type and must select one of the following Psychic Disciplines: The Storm’s Fury , Divination, Telepathy or Thaumaturgy. A Stormseer may not select any other Discipline. In addition, a Stormseer gains the Adamantium Will (4+) special rule.
• A Stormseer may replace a power weapon, bolt pistol or combi-bolter with a force weapon at no additional points cost. In addition a Stormseer may take a psychic hood for +15 points.
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Chasing the Wind – This Advanced Reaction may be made once per battle during the opposing player’s Movement phase when any enemy unit ends a Move with any of its models within 12" of any model in a friendly unit under the Reactive player’s control with the Legiones Astartes (White Scars) special rule. Once the enemy Move that triggers this Reaction is completely resolved, all friendly units composed entirely of models with the Legiones Astartes (White Scars) special rule within 12" of that enemy unit’s final position may immediately make a normal Move – such units may choose to activate Jump Packs to increase their Movement, but may not choose to Run. This move is subject to all the normal penalties for Difficult Terrain, Dangerous Terrain and units that are Pinned, locked in combat or otherwise unable to move may not move due to this Reaction.
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• Any model with both the Legiones Astartes (Space Wolves) and Independent Character Special Rules that does not have the Unique Unit Sub-type may exchange artificer armour for Aether-rune Armour for +25 points each.
•The Space Wolves gain access to three Legion-Specific Legion Consularis Upgrades in the "Caster of Runes", "Speaker of the Dead" and "Pack Thegn"
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A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Speaker of the Dead Consul instead of selecting any of the Standard Consul upgrades, gaining the following benefits:
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• A Speaker of the Dead gains a Narthecium and a Master-crafted Power Maul for no additional points cost.
• A Speaker of the Dead may not select two lightning claws, or a boarding shield.
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A Legion Centurion, Legion Tartaros Centurion or Legion Cataphractii Centurion with the Legiones Astartes (Space Wolves) special rule may be upgraded to a Caster of Runes instead of selecting any of the Standard Consul upgrades, gaining the following benefits:
• A Caster of Runes gains the Psyker Sub-type and must select one of the following Psychic Disciplines: Winds of Fenris, Divination, Telekinesis or Biomancy. A Caster of Runes may not select any other Discipline. In addition, a Caster of Runes gains the Adamantium Will (4+) special rule.
• A Caster of Runes may replace a power weapon, bolt pistol or combi-bolter with a Force Weapon at no additional points cost. In addition, a Caster of Runes may select a Psychic Hood for +15 points.
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No Prey Escapes the Wolf – This Advanced Reaction may be made once per battle in the opposing player’s turn, when any enemy unit with one or more models within 12" of a friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule is moved during the Movement phase. Once the enemy unit that triggered this Reaction has been moved, but before any other units are moved, a single friendly unit made up entirely of models with the Legiones Astartes (Space Wolves) special rule that can draw a line of sight to the enemy unit that moved may immediately move up to a number of inches equal to the highest Initiative Characteristic in the unit and then declare a Charge targeting the enemy unit that moved if it is within 12". A Charge declared as part of this Reaction is resolved immediately (the enemy unit may not declare any Reaction against this Charge), and if successful the combat will be fought as normal in the following Assault phase, with a Charging unit with the Legiones Astartes (Space Wolves) special rule gaining all the normal benefits of Charging.
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The Best Defence – This Advanced Reaction may be made once per battle, during the opposing player’s Movement phase when any enemy unit ends a Move within 10" and within line of sight of any model with the Legiones Astartes (Imperial Fists) special rule in a unit under the Reactive player’s control, with that unit making the Reaction. The Reactive player may declare a Charge for the Reacting unit against the enemy unit which triggered this Reaction once that enemy unit has completed its move, and as if it were the controlling player’s Assault phase, with a Charge Distance in inches equal to D6 plus the lowest unmodified Initiative Characteristic of any model in the Reacting Unit and any Charge modifiers the unit has. If the Charge is successful, the units are locked in combat and fight in the Assault phase as normal, with the Charging unit benefiting from any Charge bonuses, Hammer of Wrath (X), etc. If the Charge fails, no Surge move is made.
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The Better Part of Valour – This Advanced Reaction may be made once per battle during the Assault phase when any enemy unit declares a Charge targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Night Lords) special rule. Before the Charge is resolved the target unit Falls Back, as if it had failed a Morale check, but immediately Regroups once that move is completed and suffers none of the usual restrictions for a unit that has Regrouped and may Move, Run, Charge and make Shooting Attacks as normal. If this movement causes the target unit to Move more than 12" from, or out of sight of, the Charging unit then the Active player may re-direct the Charge to target another enemy unit within range, but if the target unit remains within 12" and within line of sight of the Charging unit, the target unit must attempt the original Charge. If the Fall Back caused by this Reaction forces the Reacting unit to reach the edge of the battlefield, it immediately stops moving and Regroups, but suffers none of the usual restrictions for a unit that has Regrouped and may Move, Run, Charge and make Shooting Attacks as normal.
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The Wrath of Angels – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a unit composed entirely of models with the Infantry Unit Type and the Legiones Astartes (Blood Angels) special rule under the Reactive player’s control. All models in the unit targeted by the Shooting Attack that triggers this Reaction gain the Shrouded (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction – if the Reacting unit already has a version of the Shrouded (X) special rule then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Shrouded rules available to them. Once the Shooting Attack has been completely resolved, the Reacting unit may have a Charge declared for it, following all the normal rules for Charging and targeting the enemy unit that made the Shooting Attack. The enemy unit may not make a Reaction to this Charge, and it is fully resolved immediately after it is declared. If the Charge is successful, the units are locked in combat and fight in the Assault phase as normal, with the Charging unit benefiting from any Charge bonuses, Hammer of Wrath (X), etc. If the Charge fails, no Surge Move is made.
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The Gorgon’s Spite – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy player declares a Charge targeting a friendly unit under the Reactive player’s control that is composed entirely of models with the Legiones Astartes (Iron Hands) special rule. Once the Active player has resolved all Charge rolls for the Charge that triggers this Reaction, whether successful or not, but before any models are moved as part of either a Charge Move or Surge Move, the Reactive player may make a Shooting Attack with the unit that has had a Charge declared against it, targeting the unit that triggered this Reaction, with all weapons making twice their normal number of attacks* but gaining the Gets Hot special rule. A unit that makes a Shooting Attack as part of a Gorgon’s Spite Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapon or special rule that otherwise ignores line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons used as part of a Gorgon’s Spite Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Gorgon’s Spite attack may not take Cover Saves against Wounds inflicted as part of a Gorgon’s Spite Reaction.
*This does not stack with any other rules that increase the number of attacks a model may make, such as Fury of the Legion. Where models making this Reaction have such special rules, they have no effect and are replaced by the effects of the Gorgon’s Spite Reaction.
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The Savage Tide – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit with the Infantry Unit Type under the Reactive player’s control with the Legiones Astartes (World Eaters) special rule. All models in the Reacting unit gain the Feel No Pain (5+) special rule against all Wounds inflicted as part of the Shooting Attack that triggered this Reaction. If the Reacting unit already has a version of the Feel No Pain (X) special rule, then this does not stack or increase that rule, and the Reacting player may choose to use any one of the Feel No Pain (X) special rules available to them. Once the Shooting Attack has been completely resolved, the Reacting unit may make a Charge, following all the normal rules for Charging, targeting the enemy unit that made the Shooting Attack. The enemy unit may not make a Reaction to this Charge.
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Unity of Purpose – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Ultramarines) special rule. Once the Active player has resolved all To Hit rolls, To Wound rolls, and Armour Saves are made, but before any Damage Mitigation rolls are made or casualties removed, the Reactive player may choose to expend one of their Reactions for that Phase to have both the unit targeted by the Shooting Attack and one other unit composed entirely of models with the Legiones Astartes (Ultramarines) special rule make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. Any unit that makes a Shooting Attack as part of a Unity of Purpose Reaction may not make any attacks indirectly (without line of sight) including Barrage weapons or other weapons or special rules that otherwise ignore line of sight, and models with the Vehicle Unit Type may only fire Defensive weapons. Template weapons may only be used as part of a Unity of Purpose Reaction if the target unit is within 8" and must use the Wall of Death special rule instead of firing normally. Both units that make Shooting Attacks as part of this Reaction are considered to have made a Reaction this Phase and as such may not make any further Reactions.
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Remorseless Advance – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Death Guard) special rule. All models in the unit targeted by the Shooting Attack that triggered this Reaction gain the Feel No Pain (4+) special rule against Hits inflicted by the Shooting Attack and automatically pass any Morale checks or Pinning tests they are called upon to take as a result of the Shooting Attack. Once the Shooting Attack has been entirely resolved, the unit may make a Move in any direction up to 7" and obeying all the normal rules for making a Move.
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Fortress of the Mind – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a unit under the Reactive player’s control, made up entirely of models with the Legiones Astartes (Thousand Sons) special rule and the Psyker Sub-type. Once the Active player has resolved all To Hit and To Wound rolls, but before any Armour Saves are made, the Reactive player must make a Psychic check. If the Check is passed, the Reacting unit gains a 3+ Invulnerable Save against all Wounds inflicted as part of the Shooting Attack that triggered the Reaction. If the Check is failed then the Reacting unit gains only a 5+ Invulnerable Save and both the attacking unit and the reacting unit suffer Perils of the Warp, removing any casualties immediately before resolving any unsaved Wounds inflicted by the Shooting Attack that triggered this Reaction.
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Death Dealers – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Sons of Horus) special rule that is within 12" of the attacking unit. Before the enemy unit resolves any To Hit rolls, the Reacting unit may make a Shooting Attack targeting the unit that triggered this Reaction, increasing its BS by +1 for the duration of the Reaction. A unit that makes a Shooting Attack as part of a Death Dealers Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive weapons. Template weapons may only be used as part of a Death Dealers Reaction if the target unit is within 8" and must use the Wall of Death rule instead of firing normally. Once this Shooting Attack is fully resolved, and all casualties caused by it removed from play, the enemy unit may resolve its own Shooting Attack – though models removed as casualties due to this Reaction may still attack.
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Glorious Martyrdom – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control with the Legiones Astartes (Word Bearers) special rule. Once this Reaction has been declared, a single model in the Reacting unit with the Legiones Astartes (Word Bearers) special rule is selected by the Reacting unit’s controlling player – that model is removed as a casualty immediately without any To Hit or To Wound rolls being made by the attacking unit and with no Armour Saves or Damage Mitigation rolls made by the Reactive player. This ends the Shooting Attack, with no further rolls or Tests being made – if any of the weapons in the attacking unit would normally inflict further Hits after causing an unsaved Wound (such as weapons with the Deflagrate special rule) or other effects due to inflicting Hits or Unsaved Wounds (such as weapons with the Blind or Concussive (X) special rules) then these additional Hits or effects are ignored and have no effect. Any attacks made with weapons with the Ordnance or Destroyer types or the Blast or Template special rules ignore the effect of this Reaction and are resolved as normal.
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@@ -15100,16 +11258,9 @@ Glorious Martyrdom – This Advanced Reaction may be made once per battle during
Duty is Sacrifice – This Advanced Reaction may be made once per battle during the opposing player’s Assault phase when any enemy player declares a Charge targeting a friendly unit under the Reactive player’s control and composed entirely of models with the Legiones Astartes (Salamanders) special rule. If the enemy unit’s Charge is successful, all models with the Infantry Unit Type in the target unit gain a bonus of +1 to their Weapon Skill, Strength and Attacks Characteristics for the duration of that Assault phase. However, once the combat that includes the unit that made this Reaction has been selected, all models involved have made their attacks and any Morale checks required as part of that combat are fully resolved, roll a D6 for each model remaining in the unit that made this Reaction. For each dice that scores a ‘6’ or more, the unit suffers one automatic Wound against which no saves or Damage Mitigation rolls of any kind may be made (as noted, these Wounds are inflicted after the combat has been resolved and as such do not count for determining which side has inflicted more Wounds). If the Charge that triggers Duty is Sacrifice is unsuccessful, all models in the unit for which the Reaction was declared instead gain the Fearless special rule until the end of the controlling player’s next player turn and do not roll to see if any models suffer automatic Wounds.
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Fade to Black – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Raven Guard) special rule. Before resolving the Shooting Attack, the unit targeted by the Shooting Attack may make an immediate Move of a number of inches equal to the highest unmodified Initiative Characteristic of any model in the unit, in any direction and gains the Shrouded (4+) special rule for the remainder of the turn. If the Shooting Attack is no longer valid (due to the enemy unit no longer having line of sight to the target unit, for example) then the Active player may not select a different target and no attacks are made or dice rolled for that unit.
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• A Saboteur gains the Infiltrate, Scout and False Colours special rules as well as the Skirmish Unit Sub-type. In addition, a Saboteur may never be selected as the army's Warlord and may not join any unit other than Legion Seeker Squads or Headhunter Kill Teams.
• A Saboteur gains melta bombs, breacher charges and shroud bombs at no additional points cost, and may select a Nemesis bolter for +5 points. In addition, a Saboteur may not select a Legion Spatha combat bike, Legion Scimitar jetbike or Legion Warhawk jump pack.
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• Any model with the Legiones Astartes (Alpha Legion) special rule and the Character Unit Sub-type may take a power dagger for +5 points per model.
• Any model with both the Independent Character and the Legiones Astartes (Alpha Legion) special rules may exchange a bolter for a Banestrike bolter or a combi-bolter for a Banestrike combi-bolter for +5 points each. Additionally, any models in a Legion Seeker Squad that has the Legiones Astartes (Alpha Legion) special rule may exchange their Kraken bolters for Banestrike bolters for no additional points cost or any models in a Legion Veteran Squad that has the Legiones Astartes (Alpha Legion) special rule may exchange their bolters for Banestrike bolters for +2 points per model.
• The Alpha Legion gains access to a Legion-Specific Legion Consularis Upgrade in the "Saboteur".
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Smoke and Mirrors – This Advanced Reaction may be made once per battle during the Shooting phase when any enemy player declares a Shooting Attack targeting a friendly unit under the Reactive player’s control composed entirely of models with the Legiones Astartes (Alpha Legion) special rule. Before resolving the Shooting Attack, the unit targeted by the Shooting Attack may be redeployed. To redeploy the unit, the controlling player selects one model from the unit making this Reaction and places it anywhere within 12" of its original position and then scatters the model D6" (if the Scatter roll would place the model within Impassable Terrain, a building or fortification, within 1" of any enemy model, or off the edge of the battlefield then the model is moved the shortest distance possible to place it free of all obstacles and within the bounds of the battlefield). Once this model is placed, all other models from the Reacting unit may be placed anywhere within 6" of that model, at least 1" from any enemy model, and in Unit Coherency. Any models that cannot be placed must be removed as casualties. Once the redeployment is complete, the Active player may resolve their Shooting Attack as normal – if the Shooting Attack is no longer valid once this redeployment is complete (due to the enemy unit no longer having line of sight to the target unit, for example) then the Active player may not select a different target and no attacks are made or dice rolled for that unit.
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• Any model with the Legiones Astartes (Emperor's Children) special rule and the Character Unit Sub-type may at no additional cost exchange a power weapon for a Phoenix Rapier or Phoenix Power Spear. Both weapons are counted as a "Power" Weapons for those rules that affect such weapon
• The Emperor's Children gain access to a Legion-Specific Legion Consularis Upgrade in the "Phoenix Warden"
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Models with this special rule may not select the Phoenix Warden Consul upgrade (see page 155 of Warhammer: The Horus Heresy – Liber Hereticus). In addition, Phoenix Terminator Squad units with this special rule replace the Living Icons and Phoenix Retinue special rules with the Fallen From Grace special rule
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A Warlord with this special rule may select either The Broken Mirror or Paragon of Excellence Warlord Traits from the Emperor’s Children Warlord Trait list (see page 152 of Warhammer: The Horus Heresy – Liber Hereticus). If one of these Warlord Traits is selected, replace each instance of ‘Legiones Astartes (Emperor’s Children)’ within that Warlord Trait with ‘Legiones Hereticus (Emperor’s Children)
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@@ -15230,9 +11356,7 @@ Smoke and Mirrors – This Advanced Reaction may be made once per battle during
Twisted Desire – This Advanced Reaction may be made once per battle during the opposing player’s Shooting phase when any enemy unit declares a Shooting Attack targeting a friendly unit under the Reactive player’s control that is composed entirely of models with the Legiones Hereticus (Emperor’s Children) special rule that is not Falling Back. The Reacting unit immediately becomes Stupefied (see page 107) and adds 2 to Stupefied rolls made against wounds inflicted as part of the Shooting Attack that triggered this Reaction.
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This reaction may only be made once per battle during the opposing player's Assault phase when any enemy unit that includes any model with the Primarch Unit Type, Unique unit Sub-type, the Master of the Legion special rule, or that has been selected as an army's Warlord, declares a charge targeting a friendly unit under the Reactive player's control that is composed entirely of models with the Legiones Astartes (Blackshields) special rule. If the Charge is successful, then all models in the unit that was Charge gain the Fearless special rule for the duration of that combat, and any model that was Charged that is in base contact or Engaged in a challenge with an enemy model with the Character Unit Sub-type gains +1 Attack, or if that model also has the Unique Unit Sub-type, gains +2 Attacks for the duration of that combat.
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When selecting a Detachment using the Legiones Astartes Army List and the Faction Blackshields, up to two options may be taken from the following list of Oaths - the effects of the chosen Oaths apply to all models selected as part of that Detachment that have the Legiones Astartes (Blackshields) special rule, excluding models with the Unique Unit Sub-type. Unless otherwise noted, no Oath may be selected more than once per Detachment.
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When included in an army as part of a Primary Detachment, models with this special rule are counted as having both Loyalist and Traitor Allegiances by any special rule that targets Allegiance.
However, when included as an Allied Detachment or other non-Primary detachment, models with this special rule are only considered to have the same Allegiance as their primary detachment.
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After all armies have been deployed onto the battlefield but before Scout moves and Infiltrators are placed, the controlling player of a Warlord with this Trait may nominate one area of terrain, Building or Fortification on the battlefield. If the chosen item is an area of terrain that provides a Cover Save, then that Cover Save is removed and the area counts as both Difficult Terrain and Dangerous Terrain instead. If the item chosen is a Building or Fortification then all rolls on the Building Damage table made for that Building or Fortification gain a modifier of +1. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and every model with the Infantry Unit Type in a unit it has joined with the Legiones Astartes (Iron Warriors) special rule may choose to roll an additional dice when making a Shooting Attack with any Rapid Fire, Assault or Heavy weapon that does not have the Blast or Template special rules, but these weapons gain the Gets Hot special rule for that Shooting Attack. If a Warlord and/or unit under the effect of this Trait makes the Bitter Fury Reaction, then a single additional dice is added to the number of attacks made by each model after the effects of Bitter Fury have been applied. In addition, whenever a Warlord with this Trait, and any unit it has joined, is the target of an enemy Shooting Attack it must make either the Return Fire or Bitter Fury Reactions if possible – this Reaction does not cost a point of the Reactive player’s Reaction Allotment, but does not allow that unit to make any further Reactions in that Phase and does not allow the Bitter Fury Reaction to be made more than once per battle. However, a Warlord with this Trait and any unit it has joined may make no other Reaction in any Phase, excepting only the Interceptor Advanced Reaction.
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A Warlord with this Trait gains the Fearless special rule, but may not join any unit that is not entirely compsed of models with the Legiones Astartes (Iron Warriors) special rule. However, the Warlord and all models in any unit it joins must adhere to the following restrictions: during both the controlling player's Shooting phase and the Charge sub-phase, the unit must attempt a Shooting Attack and/or Charge if there is an enemy unit within range, and must target the closest enemy unit possible that is within its line of sight and is a valid target for a Shooting Attack or Charge. If two or more targets are equally close then the controlling player chooses which will be the target of a Shooting Attack or Charge. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Shooting phase as long as the Warlord has not been removed as a casualty.
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When this Warlord or any friendly unit joined by a Warlord with this Trait makes a Shooting attack, the target unit must make a Pinning test if it suffers any unsaved Wounds. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty.
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When this Warlord, and any unit it has joined, Runs during the Movement phase, it adds the value of the Warlord’s Initiative Characteristic, increased by 1, to the distance moved, rather than the lowest Initiative Characteristic in the unit. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty.
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Any combat with at least one friendly model within 12" of this Warlord, or a combat which includes this Warlord, gains a bonus of +1 to the number of Wounds caused for the purposes of combat resolution. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait gains the Psyker unit Sub-type, but does not gain any Psychic Disciplines, Psychic Weapons or Psychic Powers. However, they may make Psychic checks in order to deploy Bound Daemon units at the start of the mission or to bring Bound Daemon units into play from Reserves (see the Bound Unit Sub-type). In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
When a friendly unit comprised of more than one model and within 12" of a Warlord with this Trait, including the Warlord and any unit it has joined, fails a Morale check, instead of Falling Back it must instead suffer one Wound that cannot be negated by any Armour Saves or Damage Mitigation rolls (this Wound is allocated by the unit’s controlling player). Once this Wound has been resolved, the unit is considered to have passed the Morale check and play continues as normal. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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When any friendly unit within 12" of a Warlord with this Trait, including the Warlord and any unit it has joined, passes a Morale check it gains +1 Weapon Skill until the end of the controlling player’s next turn (this benefit can only be applied once per Game Turn to any single unit). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait and all models in a unit the Warlord has joined that have the Legiones Astartes (Emperor’s Children) special rule gain a bonus of +1 to all To Hit rolls made while locked in combat with an enemy unit that has any version of the Legiones Astartes (X) special rule and the Traitor Allegiance. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait, and all models in any unit he joins, gains the Stubborn special rule. Furthermore, if the Warlord is removed as a casualty, all models in any friendly unit composed entirely of models with the Legiones Astartes (White Scars) special rule, from which one or more models can draw a line of sight to the Warlord at the point when he is removed as a casualty, gain the Fearless special rule for the remainder of the battle. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord and all models in the same army with the Legiones Astartes (White Scars) special rule and the Cavalry Unit Type ignore all the effects of Difficult Terrain and gain a 4+ Invulnerable Save against all Wounds inflicted by failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
If an army whose Warlord has this Trait includes an Allied Detachment with the Legiones Astartes (Sons of Horus) special rule, the Warlord and any unit he joins automatically pass any Morale checks or Pinning tests they are called upon to make without any dice being rolled as long as at least one friendly unit with the Legiones Astartes (Sons of Horus) special rule can draw line of sight to the Warlord or his unit. In addition, the Warlord, and any unit he has joined, may make the Death Dealers Reaction (this Advanced Reaction is detailed in Liber Hereticus) without expending a point from the controlling player’s Reaction Allotment and counting all models in that unit that have the Legiones Astartes (White Scars) special rule as though they also had the Legiones Astartes (Sons of Horus) special rule (though they gain none of the benefits of that special rule) – this Advanced Reaction may still only be used once per battle.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
A Warlord with this Trait, and all models in any friendly unit that Warlord joins, gains the Preferred Enemy (Loyalist) special rule. In addition, once per battle, while the controlling player is the Reactive Player, the Warlord and any unit the Warlord has joined may make a single Reaction without expending a point from the army’s Reaction Allotment – this can allow the Warlord and his unit to make more than one Reaction in the same Phase, but that unit may not make the same Reaction twice.
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A Warlord with this Trait and all models in any unit he has joined are never affected by any special rule or effect that lowers a Characteristic – including the Fear (X) and Rad-phage special rules and due to losing an assault where the enemy has inflicted more Wounds. In addition, an army whose Warlord has this Trait may not make Reactions during the Movement phase, but may make an additional Reaction in either one of the opposing player’s Shooting or Assault phases (but not both). If the Warlord is removed as a casualty then this additional Reaction is lost, but the army may make Reactions in the Movement phase as normal in any appropriate Phases after the Warlord has been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait, and all models in any unit he joins, gain the Fear (1) special rule and should the Warlord be reduced to 0 Wounds, the controlling player may choose to inflict D6 automatic Hits upon the unit whose attacks caused the final Wound, with these Hits allocated as per the standard rules. Each Hit is resolved using the profile of either any one of the Warlord’s ranged weapons if he lost his last Wound to a Shooting Attack, or using the profile of any one of the Warlord’s melee weapons if he lost his last Wound as part of an Assault, with all Hits resolved using the same profile (if the Wound is lost to neither a Shooting Attack nor a Melee Attack then this rule has no effect and no Hits are inflicted). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait and all models in any friendly unit that Warlord joins gain +1 to their Weapon Skill Characteristic when locked in combat with one or more enemy units that have the Traitor Allegiance. In addition, an army whose Warlord has this Trait may make one additional Reaction per turn in any one of the opposing player’s Phases, as long as the Warlord has not been removed as a casualty. This additional Reaction may only be made by the Warlord’s unit and does not allow any unit to make more than one Reaction per Phase.
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When within 6" of an objective, or within their own Deployment Zone, a Warlord with this Trait, and all models in any friendly unit that Warlord joins, automatically pass any Morale checks or Pinning tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord, and all models with the Legiones Astartes (Imperial Fists) special rule in any unit he joins, may re-roll failed To Hit rolls of ‘1’ as long as that unit is entirely within an area of Terrain that grants a Cover Save or Embarked within a Fortification. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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Once per battle, the controlling player of a Warlord with this Trait may declare the use of this Trait at the start of their player turn. For the duration of that player turn only, all friendly models with the Legiones Astartes (Space Wolves) special rule gain a bonus of +1 Strength if the unit they are part of has successfully Charged an enemy unit. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase so long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait gains an additional Wound at the end of any Assault phase in which he inflicts at least one unsaved Wound on an enemy model. This can not increase the Warlord’s Wounds Characteristic above his starting value (including any bonuses from Wargear items like Æther-rune armour), but if this effect is triggered while the Warlord has his maximum possible number of Wounds then he instead gains +1 Attacks and Strength until the end of the controlling player’s next turn. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Assault phase so long as the Warlord has not been removed as a casualty.
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The Warlord and all models in any unit he has joined gain the Preferred Enemy (Independent Characters) special rule. Those models also gain the Feel No Pain (5+) special rule when locked in combat with one or more enemy models with the Independent Character special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction in the opposing player’s Movement phase so long as the Warlord has not been removed as a casualty.
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• Ravenwing, Firewing – Movement phase
This additional Reaction may only be made as long as the Warlord has not been removed as a casualty
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
A Warlord with this Trait gains a bonus Wound whenever a melee attack it has made causes an enemy model to be removed as a casualty (this may raise the model’s Wounds score above its starting value, but no higher than 6 Wounds). In addition, a Warlord with this Trait, and any unit it has joined, must declare a Charge in any of the Controlling player’s Assault phases where there is an enemy unit within 12" and line of sight of the Warlord or its unit, and must always target the closest enemy unit if possible. Furthermore, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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Any model that does not have the Legiones Astartes (World Eaters) special rule must reduce its Leadership by -2 while locked in combat with this Warlord or any unit that includes this Warlord. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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When a Warlord with this Trait, and all models with the Legiones Astartes (World Eaters) special rule in a unit that it has joined, gain a bonus attack from the Violence Incarnate clause of the Legiones Astartes (World Eaters) special rule they also gain +1 Strength for the remainder of that turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
Any enemy unit with at least one model within 12" of a Warlord with this Trait must reduce the Leadership of all models in that unit by -2 whenever making a Leadership test, a Morale check, or attempting to Regroup – unless that unit also includes at least one model with the Independent Character special rule or the Primarch Unit Type. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait gains +1 to his Toughness and Weapon Skill when locked in combat with any unit that includes at least one model with the Psyker Sub-type. All friendly units composed entirely of models with the Legiones Astartes (Death Guard) special rule, and with at least one model within 12" of the Warlord gain a 6+ Invulnerable Save against any Hits inflicted by a Psychic Weapon, Psychic Power or Perils of the Warp. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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Any Hits with the Rending (X), Murderous Strike (X), Poisoned (X) or Fleshbane special rule allocated to a Warlord with this Trait, or any model with the Legiones Astartes (Death Guard) special rule in a unit he joins, only gain the benefit of those special rules on a D6 roll of a 6 instead of the value listed as part of that special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
In any Phase in which one or more Wounds has been allocated to a Warlord with this Trait, whether saved or unsaved, the Warlord gains the It Will Not Die (4+) and Fearless special rules until the end of the Warlord’s controlling player’s next turn. In addition, an army whose Warlord has this Trait may, once in each of the opposing player’s turns, make a single Reaction without spending a point of the controlling player’s Reaction Allotment, as long as the Reaction is made by the Warlord or a unit the Warlord has joined.
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Any friendly unit made up entirely of models with the Legiones Astartes (Ultramarines) special rule that can draw a line of sight to a Warlord with this Warlord Trait, may, when called upon to Regroup, use the Warlord’s Leadership Characteristic for that test, and if successful the unit may make Shooting Attacks and declare Charges as normal, ignoring the normal restrictions for units that have Regrouped in the same turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
Once per battle, a Warlord with this Warlord Trait may, at the start of any one Phase in either players’ turn, choose to use his Leadership Characteristic in place of his Toughness when resolving any To Wound rolls made against it until the end of that Phase (thus, a Warlord with Leadership 10 that chooses to activate this Trait at the start of the enemy player’s Shooting phase would treat his Toughness as if it was 10 until the end of that Phase). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait gains the Fear (1) special rule when the enemy army has the Traitor Allegiance. Whenever a Warlord with this Trait is on the winning side of a combat in which the Warlord was Engaged and that includes at least one enemy model with the Traitor Allegiance, he increases the value of his Fear special rule by one point at the end of the Assault phase in which the combat is won, to a maximum of Fear (4). For example, if a Warlord with this Trait and the Fear (1) special rule is locked in combat with an enemy unit with the Traitor Allegiance and wins the resulting combat, his Fear special rule would become Fear (2) at the end of that Assault phase. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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Any friendly unit made up entirely of models with the Legiones Astartes (Blood Angels) special rule that can draw a line of sight to a Warlord with this Trait, to any model in a unit this Warlord has joined, or to any model that is Engaged in a combat which this Warlord is part of, gains a bonus of +1 to their Leadership Characteristic, to a maximum of 10. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
If, at the start of the controlling player’s Charge sub-phase, there are any enemy units with at least one model within 12" of a Warlord with this Trait, or any model in a unit this Warlord has joined, and the Warlord and any unit he has joined are eligible to make a Charge, then the controlling player must declare a Charge for the Warlord and any unit he has joined targeting that enemy unit. If there is more than one potential target then the Warlord’s controlling player may select any of those units to be the target of the Charge. Whenever this Warlord and any unit he has joined make a successful Charge that is not Disordered, the Warlord and all other models in a unit the Warlord has joined gain +2 attacks, instead of the standard +1 attack granted for Charging. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait and any unit he has joined gains a bonus of +1 to all To Hit rolls made when targeting enemy units that include one or more models with the Independent Character special rule and Loyalist Allegiance. Furthermore, if the army that includes a Warlord with this Trait also includes a Detachment with the Legiones Astartes (Sons of Horus) faction, the Warlord and any unit it joins gains the Fearless special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the Shooting phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait gains the Fear (1) special rule, and each time that Warlord is part of a combat that results in all enemy units being destroyed, by having all their models removed as casualties or as part of a Sweeping Advance, or that is part of a Challenge in which the enemy combatant is removed as a casualty, it increases the value of that special rule by +1 (up to a maximum of Fear (3)). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait and all models that are part of a unit he joins gain the Counter-attack (1) special rule and ignore all penalties to their Movement and Charge rolls due to Terrain and may re-roll all failed Dangerous Terrain tests they are called upon to make. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
This Warlord increases his Attacks and Strength Characteristics by +1 when Engaged in a Challenge, and by +2 when Engaged in a Challenge with the enemy Warlord. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
When in base to base contact with an enemy Infantry or Cavalry model whose Weapon Skill, Strength or Initiative is higher than this Warlord’s, a Warlord with this Trait increases their Weapon Skill, Strength and/or Initiative to match those of the enemy model with the highest value in that Characteristic that it is in base contact with. In addition, an army whose Warlord has this Trait may, once per battle, make a single Reaction without spending a point of the controlling player’s Reaction Allotment, as long as the Reaction is made by the Warlord or a unit the Warlord has joined.
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While a Warlord with this Trait is in Reserves, the controlling player may choose to re-roll all failed Reserves rolls and when deployed to the battlefield the Warlord and all models in any unit he has joined gain the Fleet (2) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in any unit he has joined, gain a bonus of +1 to their Strength Characteristic when locked in combat with any enemy unit that includes one or more models with any variant of the Fear special rule. Furthermore, this Warlord and any models in a unit he has joined composed entirely of models with the Legiones Astartes (Salamanders) special rule gain the Hatred (Traitors) special rule while the Warlord is part of the unit. An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in a unit he has joined with the Legiones Astartes (Salamanders) special rule, gains a bonus of +1 for all To Wound rolls or Armour Penetration rolls made for Flame or Volkite weapons that are used by those units to make Shooting Attacks. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in any friendly unit composed entirely of models with the Legiones Astartes (Salamanders) special rule that is part of the same Detachment, gains a bonus of +1 to their Leadership Characteristic when making Pinning Tests (to a maximum of 11) and reduce the effects of the Fear special rule by 1 (note that this means the Fear(1) special rule has no effect on models granted this benefit, and negative modifiers conferred by other variants of the Fear special rule are reduced in effect by 1). An army whose Warlord has this trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this trait may make an additional Reaction during the opposing player's Shooting phase as long as the Warlord has not been removed as a causalty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance and the Corrupted Unit Sub-type.
A Warlord with this Trait modifies his Strength and Toughness by a value determined by the current Game Turn: +1 on Game Turns 1, 2 & 3 , no modifier on turns 4 & 5, and -1 on Game Turns 6+. When targeted by any weapon or special rule that targets the Daemon Unit Type, this Warlord is counted as though it had that Unit Type. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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Any units that include at least one model with the Legiones Astartes (Word Bearers) special rule and have at least one model within 6" of a Warlord with this Trait (including the Warlord himself and any unit he has joined) automatically pass the first failed Morale check or Pinning test they are called upon to make each turn. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and any unit he has joined, gain a bonus of +1 Attack when locked in combat with an enemy unit that includes at least one model with the Independent Character special rule, a Legion vexilla or a Legion standard. When making a Shooting Attack or Melee Attack targeting a Fortification, Building or other Terrain piece with a Toughness Characteristic, they gain a bonus of +2 to their Strength or the Strength of any weapons used. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Traitor Allegiance.
The controlling player of a Warlord with this Trait may choose to roll a D6 at the start of each of that player’s turns. On the roll of a 2-5, the Warlord’s Strength and Toughness Characteristics are increased by +1 until the start of the controlling player’s next turn, and on the roll of a 6 the Warlord may also regain a single Wound (this may not take that model’s Wound score above its starting amount). However, on the roll of a 1 the Warlord suffers a single Wound instead which cannot be negated by any Saving Throw (including Invulnerable Saves) or Damage Mitigation roll (but can be regained as normal, either by this Trait or another special rule that restores Wounds). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected by a model with the Loyalist Allegiance.
A Warlord with this Trait may only join a unit composed entirely of models with both the Legiones Astartes (Sons of Horus) special rule and the Loyalist Allegiance. Both the Warlord and any unit it joins gain +1 Attack on any turn in which they successfully Charge, or are successfully charged by, an enemy unit that includes any models with both the Legiones Astartes (X) special rule and the Traitor Allegiance. These increases are in addition to any other bonuses granted by other special rules. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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The first time in any battle when a Warlord with this Trait is reduced to 0 Wounds for any reason, the controlling player must immediately make a Leadership test for that model. If the Test is failed then the Warlord is removed as a casualty as normal, but if the Test is passed then the Warlord is not removed as a casualty, remains in play and regains D3 Wounds. This has no effect against attacks or rules which remove the model as a casualty without inflicting Wounds or against attacks with the Instant Death special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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When a Warlord with this Trait fails a Psychic check and suffers Perils of the Warp , neither the Warlord nor any models in a unit it has joined suffer any Wounds. Instead, select one enemy unit that either has at least one model w ithin 6" of the Warlord with this Trait, or is locked in combat with the Warlord with this Trait. The selected enemy unit suffers D3 Wounds against which only Invulnerable Saves may be made and no Damage Mitigation rolls may be made, if there is no valid enemy unit within 6" then resolve Perils of the Warp against the Warlord’s unit as normal. Wounds inflicted in this manner during the Assault phase do not count for resolving the winner of a combat and never cause Morale checks or Pinning tests. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait , and any model with the Legiones Astartes (Thousand Sons) special rule in a unit it joins that makes a Psychic check (such as when using the Force or Psychic Focus special rules) may roll an additional dice and discard the highest rolled dice before determining the result of the Check. In addition, whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait may not use Psychic Powers or Psychic Weapons and gains the Adamantium Will (3+) special rule. When another model, friendly or enemy, makes a psychic check within 12” of the Warlord , the controlling player must roll a D6. On the score of a '1', there is no effect, and on the score of a ‘2’ or higher the Warlord gains the Rage (2) special rule for the remainder of the battle. If this Trait would grant the Warlord the Rage (2) special rule a further time then it instead increases the value of the Rage special rule by +1 (from Rage (2) to Rage (3) and so on) up to a maximum of Rage (4 ). In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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This Warlord Trait may only be selected for a model with the Loyalist Allegiance.
An army whose Warlord has this Trait counts any Allied Detachment that has any version of the Legiones Astartes (X) special rule as though it had the Fellow Warriors level of Alliance, regardless of the variant of the Legiones Astartes (X) special rule it has. Units from this Allied Detachment that are removed as casualties do not score Victory points for the opposing player, regardless of the Mission Objectives in play, and if all models that were part of the Allied Detachment have been removed as casualties at the end of the battle, the controlling player gains +1 Victory point. No unit in the Allied Detachment may make Reactions of any kind, but the first unit in the Primary Detachment to make a Reaction each turn does not use up a point of the controlling player’s Reaction Allotment when making that Reaction.
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An army whose Warlord has this Trait, may, at the start of the battle once all players have deployed all of their units onto the battlefield (including Infiltrators and Scouts) and any rolls to Seize the Initiative have been made, select up to three units that are under their control. The selected units may be redeployed as the controlling player wishes, within the constraints of the mission being played – they may be placed into Reserves, but may not be brought out of Reserves and onto the battlefield or assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Movement phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, must select any one variant of the Legiones Astartes (X) special rule other than Legiones Astartes (Alpha Legion) at the start of the battle, before any models are deployed. The Warlord and any unit he has joined gain a bonus of +1 to all To Hit rolls made against models with the chosen variant of the Legiones Astartes (X) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the Shooting phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait and any friendly unit with at least one model within 6" that is Pinned may still move and declare Charges, but is limited to only firing Snap Shots until it is no longer Pinned. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty
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If, at no point during this Warlord’s controlling player’s turn as the Active player, a Warlord with this Trait has neither made a Shooting Attack or been locked in combat then they gain an additional Reaction in each Phase of the following turn as the Reactive player. In addition, a Warlord with this Trait and any unit it has joined gains +1 WS and +1 BS when making attacks as part of any Reaction and +3 Initiative or +3 Movement when making a move as part of any Reaction.
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On the second turn of each combat a Warlord with this Trait is engaged in, and each turn it is locked in the same combat after that, it gains a bonus of +1 to its WS and +1 Strength (to a maximum of 10). Once a given combat has ended and the Warlord is no longer locked in combat, the Warlord’s WS and Strength Characteristics are reset to the original values. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Warlord Trait gains the Master of the Legion special rule and a 5+ Invulnerable Save and increases its BS by +1, but may not select a Command Squad or any other unit that uses a variant of the Retinue special rule.
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• No unit in a Detachment using this Rite of War that includes any models with the Heavy Sub-type may be deployed onto the battlefield during deployment, and must instead be placed into Reserves.
• A Detachment using this Rite of War may not select any Fortification choices.
• All Compulsory Troops choices in a Detachment using this Rite of War must be Legion Reconnaissance Squads or Legion Scout Squads.
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• A Detachment using this Rite of War may not select any Fortification choices.
^Manually check restrictions and limitations
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• A Detachment using this Rite of War may not include any models with the Dreadnought Unit Type.
• An Allied Detachment may not use this Rite of War.
• A Detachment using this Rite of War may not select any Fortification choices.
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• Any models selected as part of a Detachment that do not have a Legion Drop Pod, Legion Dreadnought Drop Pod or Legion Dreadclaw Drop Pod as a Dedicated Transport, or are Embarked on a Legion Kharybdis Assault Claw, must be placed into Reserve and cannot take part in any alternative deployments (such as Deep Strike Assaults or Flanking Assaults).
^Manually check restrictions and limitations)
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• An Allied Detachment may not use this Rite of War.
• An army using this Rite of War may not select any Fortification choices.
• An army using this Rite of War may not include more non-Infantry units than it does Infantry units.
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• Any models selected as part of a Detachment using this Rite of War that are not Legion Termite Assault Drills, or Embarked on a Legion Termite Assault Drill, may not be placed into Reserve and cannot take part in any alternative deployments (such as Deep Strike Assaults or Flanking Assaults).
^Manually check Limitations on deployment)
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• This Rite of War may only be selected for an army’s Primary Detachment.
^Manually check limitations on Deployment
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• At least one model with a cortex controller must be included in the Detachment for every three models with the Automata Unit Type in the Detachment.
• No models or units in the Detachment may be given the Paragon of Metal special rule (see Liber Mechanicum).
• A model with the Forge Lord Legiones Consularis upgrade must be taken as the Compulsory HQ choice for an army using this Rite of War (but need not be chosen as the army Warlord). Note that this will preclude certain other characters from being included in the Detachment, and means in most cases that both a Legion Praetor and a Legion Forge Lord must be taken.
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• A Detachment using this Rite of War may not select a Lords of War Detachment.
• This Rite of War may only be selected for an army’s Primary Detachment.
• An army whose Primary Detachment is using this Rite of War may not roll to Seize the Initiative.
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• All units selected as Troops choices, Legion Predator Squadrons and Legion Kratos Squadrons in a Detachment using this Rite of War must have the Ironwing Unit Sub-type.
• No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Flanking Assault or Subterranean Assault.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Ironwing Unit Sub-type or be Lion El’Jonson.
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• All units selected as Troops choices, Legion Destroyer Assault Squads and Legion Mortalis Destroyer Squads in a Detachment using this Rite of War must have the Dreadwing Unit Sub-type.
• If, at the end of the battle, there are enemy units in the opposing player’s Deployment Zone that are not Pinned or Falling Back, the opposing player gains +D3 Victory points.
• Detachments using this Rite of War may not take Fortification choices.
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• No Legion Tactical Squad or Legion Despoiler Squad selected in a Detachment using this Rite of War may take a Dedicated Transport.
• No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Flanking Assault or Subterranean Assault.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Stormwing Unit Sub-type or be Lion El’Jonson.
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• After deployment has been completed, the controlling player must place a single additional Objective at the centre of the battlefield or as close as possible. At the end of the battle, if the controlling player does not control this Objective the opposing player gains +1 Victory point, or +D3 Victory points if the opposing player controls it instead.
• All Legion Tartaros Terminator Squads, Legion Cataphractii Terminator Squads and Legion Veteran Squads in a Detachment using this Rite of War must have the Deathwing Unit Sub-type.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Deathwing Unit Sub-type or be Lion El’Jonson.
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• A Detachment using this Rite of War may only include a single Heavy Support choice.
• All units selected as Troops and Fast Attack choices in a Detachment using this Rite of War must have the Ravenwing Unit Sub-type.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Ravenwing Unit Sub-type or be Lion El’Jonson.
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• All units selected as Troops choices in a Detachment using this Rite of War must have the Firewing Unit Subtype.
• At the end of the battle, the opposing player scores +3 Victory points for each Priority Target unit that has at least one model on the battlefield and is neither Pinned or Falling Back.
• If the Primary Detachment of an army is using this Rite of War, the army’s Warlord must have the Firewing Unit Sub-type or be Lion El’Jonson.
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• A Detachment using this Rite of War may not include any Heavy Support or Fortification choices, unless those choices are entirely composed of models with the Flyer Sub-type.
^Manually check limitations on Deployment
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• This Rite of War may only be taken by an Allied Detachment with the Legiones Astartes (Space Wolves) Faction, and may never be taken for a Primary Detachment.
• A Detachment with this Rite of War may not include any models with the Vehicle or Primarch Unit Type.
• This Rite of War may only be used by an army that has the Loyalist Allegiance.
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Limitations
• An army in which any Detachments are using this Rite of War may not choose to place any units into Reserve and as such is unable to perform a Deep Strike Assault, Subterranean Assault or a Flanking Assault.
• A Detachment using this Rite of War may not include any Heavy Support that are not composed entirely of models with the Infantry Unit Type, or any Fortification or Primarch choices regardless of Unit Type.
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Limitations
• Detachments using this Rite of War may only include a single Heavy Support choice.
• At least one unit from a Detachment using this Rite of War must be assigned to a Flanking Assault.
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- Gain the Fleet (2) and Furious Charge (1) special rules. - Gain the Stubborn special rule, or if they already had the Stubborn special rule or another special rule that allows them to ignore modifiers to Leadership, gains the Fearless special rule instead.
Limitations
• During the turn in which the controlling player has declared the Bloody Claw, all units that include one or more models with the Legiones Astartes (Space Wolves) special rule in this Detachment capable of Charging must always attempt to Charge an enemy unit in the Assault phase if there are any eligible targets in range and line of sight. If multiple eligible targets are available, the controlling player may choose which to declare a Charge against.
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• All models in a unit composed entirely of models with the Infantry Unit Type and the Legiones Astartes (Imperial Fists) special rule in a Detachment using this
Rite of War may be given the Deep Strike special rule for +30 points per unit.
• All models in a unit composed entirely of models with the Infantry Unit Type upgraded to have the Deep Strike rule in a Detachment using this Rite of War gain the Shrouded (5+) special rule when deployed onto the battlefield as part of a Deep Strike Assault. This effect lasts until the beginning of the controlling player’s next player turn.
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• A Detachment using this Rite of War must select Templar Brethren to fill all Compulsory Troops choices in the Detachment.
• This Rite of War may only be taken for a Detachment in an army with the Loyalist Allegiance and all Detachments in an army that includes a Detachment with this Rite of War must have a variant of the Legiones Astartes (X) special rule.
• Detachments using this Rite of War cannot take more Elites and Fast Attack choices in total than they have Troops choices in the Detachment. So, for example, a Detachment with three Troops choices could take three choices made up of Fast Attack, Elites, or a combination of the two.
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• All units that are made up entirely of models with the Deep Strike special rule in a Detachment using this Rite of War must be assigned to a Deep Strike Assault.
• A Detachment using this Rite of War may not take any Fortification choices or any model with a Movement Characteristic of 0 or ‘-’, or that is otherwise unable to move, unless that model also has the Orbital Assault Vehicle special rule.
• A Detachment using this Rite of War may not include any models with the Subterranean Assault special rule.
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• In any combat that includes one or more models with the Character Sub-type from a Detachment using this Rite of War, the controlling player must issue or accept Challenges in combat where applicable. The controlling player chooses which of their Characters issues or accepts Challenges where there is more than one eligible model in a given combat.
• Any units made up entirely of models with the Infantry or Cavalry Unit Type and the Legiones Astartes (Blood Angels) special rule which are a part of a Detachment using this Rite of War and that have been reduced to 50% or less of its starting number of models must declare a Charge at the closest enemy unit if they are capable of making a Charge (i.e., not Pinned, Falling Back or otherwise restricted from Charging) at the beginning of the Charge sub-phase, as long as the target unit is no more than 12" away from a model in the Charging unit. If there are no enemy units with at least one model within 12" then no Charge need be declared.
• No units from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault, and may not be placed in Reserves at the beginning of the battle (although models may enter Reserves after play has begun).
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Limitations
• This Rite of War may only be used by an army that has the Loyalist Allegiance.
• An army with any Detachment using this Rite of War may not include Ferrus Manus.
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Limitations
• A Detachment using this Rite of War may only select a single Fast Attack choice.
• An army in which any Detachment is using this Rite of War may not attempt to Seize the Initiative.
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- Hold Fast: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Leadership (if applicable) by +1 and may re-roll all failed To Hit rolls during a Shooting Attack, but may not Move or Run in the Movement phase.
- Retribution Strike: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule must increase their Weapon Skill Characteristic by +1 and gain an additional bonus of +1 to any Charge rolls they make, but must reduce their Ballistic Skill Characteristic by -1.
- Regroup: All models with the Infantry Unit Type and the Legiones Astartes (Ultramarines) special rule may re-roll failed Leadership tests made to regroup while Falling Back and any failed Reserves rolls.
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• Detachments using this Rite of War may not make a Deep Strike Assault (and units which must deploy by this method, or any other deployment method which requires the Deep Strike special rule, therefore cannot be chosen as part of the Detachment – however, units from a Detachment using this Rite of War may be assigned to a Subterranean Assault or Flanking Assault as normal).
• A Detachment using this Rite of War may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade.
• A Detachment using this Rite of War must include a Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Legion Champion Consul upgrade.
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• A Detachment using this Rite of War may include no more than one unit composed of models with the Cavalry Unit Type (this does not include Legion Apothecarion Detachments or Legion Techmarine Covenants that include models upgraded to have the Cavalry Unit Type), and may not include any models with Legion Warhawk jump packs.
• A Detachment using this Rite of War must include at least one Legion Centurion with the Chaplain Consul upgrade.
• An army in which a Detachment is using this Rite of War may not include Vulkan.
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Limitations
• A Detachment using this Rite of War may only include a single Heavy Support choice.
• A Detachment using this Rite of War may not take Fortification choices.
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• A Detachment using this Rite of War must have the Loyalist Allegiance.
• This Rite of War may only be selected for a Primary Detachment.
• An army whose Primary Detachment is using this Rite of War must include an Allied Detachment that is selected from the Solar Auxillia or Imperialis Militia army lists that includes at least four units.
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• Detachments using this Rite of War may not include models with a Movement Characteristic of 0 or any models with the Slow or Bombard Unit Sub-type.
• No more than half of the total number of units in a Detachment using this Rite of War may be assigned to a Flanking Assault, Subterranean Assault or otherwise held in Reserve at the start of the battle.
• Detachments using this Rite of War must take a Legion Centurion, Legion Cataphractii Centurion, or Legion Tartaros Centurion with the Legion Champion or Phoenix Warden Consul upgrade as a HQ choice.
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Limitations
• This Rite of War may only be used by a Detachment with the Traitor Allegiance.
• All models with the Character Unit Sub-type in a Detachment using this Rite of War must have a Surgical Augment (either bought as part of an upgrade to the unit, using the rules for this Rite of War, or bought separately using the rules presented in The Armoury of the Emperor’s Children).
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Limitations
• A Detachment using this Rite of War must include a model with the Warsmith upgrade as one of its Compulsory HQ choices, or it must include Perturabo as a Primarch choice.
• No unit from a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault.
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A model with this special rule may add one to the number of shots fired when making a Shooting Attack with a shrapnel bolter or shrapnel pistol (but not with shrapnel cannon or Gravis shrapnel cannon or any other ‘Bolt’ weapon).
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• A Detachment using this Rite of War may not assign any units to a Deep Strike Assault, Subterranean Assault or Flanking Assault.
• A Detachment using this Rite of War must include more squadrons of Legion Arquitor, Legion Basilisks or Legion Medusa than it does units that include any models with the Cavalry Unit Type.
• A Detachment with this Rite of War must include a model with the Legiones Consularis special rule that has the Siege Breaker upgrade.
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• This Rite of War may only be selected for a Primary Detachment.
• Detachments using this Rite of War may only take a single Heavy Support choice as part of their Force Organisation chart.
• An army whose Primary Detachment has this Rite of War may not include any Lords of War choices or models with the Super-heavy Sub-type.
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• This Rite of War may only be selected for a Primary Detachment.
• A Detachment using this Rite of War may not take any model whose rules state that it must be the army’s Warlord, including, but not limited to, the Legion’s Primarch.
• A Detachment using this Rite of War may not take any units that include one or more models with the Heavy, Bombard, Slow, Super-heavy or Artillery Unit Sub-types.
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Limitations
• Detachments using this Rite of War must include more units composed entirely of models with the Infantry Unit Type than the total number of units that include one or more models with any other Unit Type combined.
• A Detachment using this Rite of War may include only a single Heavy Support choice.
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Limitations
• All units in a Detachment using this Rite of War must declare a Charge in any of the controlling player’s Assault phases where there is at least one model from any enemy unit within 12" and line of sight of a unit selected as part of a Detachment using this Rite of War, and must always target the closest enemy unit if possible. This Charge may not initiate a Multiple Combat.
• An army that includes a Detachment using this Rite of War may not also include an Allied Detachment.
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@@ -19143,18 +14224,12 @@ Limitations
Limitations
• Models taken as part of a Detachment using this Rite of War may not make Run moves or make any Reaction that allows them to make a Move, with the exception of the Remorseless Advance Reaction.
• No unit in a Detachment using this Rite of War may be assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault (and units which must deploy by this method therefore cannot be chosen as part of the Detachment).
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@@ -19182,18 +14253,12 @@ Limitations
Limitations
• This Rite of War may only be used by a Detachment with the Traitor Allegiance.
• The army using this Rite of War must include a Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion with the Siege Breaker Legion Consul upgrade.
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@@ -19221,18 +14282,12 @@ Limitations
• Any Castellax-Achea Automata units selected as Troops choices must include more than one model.
• A Detachment using this Rite of War must include at least one Legion Techmarine Covenant.
• A Detachment using this Rite of War must include at least one model with the Legiones Consularis special rule that has selected the Legion Praevian upgrade.
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@@ -19243,13 +14298,9 @@ Limitations
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@@ -19259,18 +14310,12 @@ Limitations
Limitations
• A Detachment using this Rite of War must include either Magnus the Red, Ahzek Ahriman or a Legion Praetor, Legion Cataphractii Praetor or Legion Tartaros Praetor upgraded to have a Psychic Discipline.
• This Rite of War may not be used by an Allied Detachment.
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@@ -19297,18 +14338,12 @@ Limitations
Limitations
• A Detachment with this Rite of War must be of the Traitor Allegiance.
• A Detachment with this Rite of War may not include any models with the Heavy Unit Sub-type, unless they enter play from Reserves or begin the battle Embarked upon a model with the Transport Sub-type.
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@@ -19318,13 +14353,9 @@ Limitations
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@@ -19335,18 +14366,12 @@ Limitations
Limitations
• Detachments using this Rite of War must take a Legion Centurion with the Master of Signal upgrade as a HQ choice, in addition to the Legion Praetor or other characters whose presence allows for the use of a Rite of War.
• A Detachment using this Rite of War must include more Fast Attack choices than Heavy Support choices.
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@@ -19357,13 +14382,9 @@ Limitations
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@@ -19376,18 +14397,12 @@ Limitations
• An army whose Primary Detachment is using this Rite of War may not take an Allied Detachment.
• This Rite of War may not be used by an Allied Detachment.
• An army that includes a Detachment using this Rite of War must have the Traitor Allegiance.
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@@ -19413,27 +14424,19 @@ Limitations
Limitations
• Any one unit from the Detachment using this Rite of War must inflict at least one unsaved Wound or Hull Point of damage on the Sacrifice unit in each of their turns or one of the units in the Detachment using this Rite of War, selected at random, suffers Perils of the Warp.
• An army that includes a Detachment using this Rite of War must have the Traitor Allegiance.
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@@ -19444,27 +14447,19 @@ Limitations
Limitations
• All units selected as part of a Detachment using this Rite of War by means of the Rewards of Treachery special rule must be deployed on the battlefield at the start of the first turn, they may not be placed in Reserves or assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault or any other deployment option that requires them to start in Reserves.
• A Detachment using this Rite War must include a number of units selected without the use of the Rewards of Treachery special rule equal to or greater than the number of units selected using the Rewards of Treachery special rule. These units must begin the battle in Reserves, or assigned to a Deep Strike Assault, Subterranean Assault or Flanking Assault or other deployment option that requires them to start in Reserves.
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@@ -19475,18 +14470,12 @@ Limitations
Limitations
• All models with the Vehicle Unit Type in a Detachment using this Rite of War must begin play in Reserves.
• A Detachment using this Rite of War must include more Fast Attack choices than Heavy Support choices.
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@@ -19496,13 +14485,9 @@ Limitations
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@@ -19515,18 +14500,12 @@ Limitations
• A Detachment using this Rite of War must select Phalanx Warder Squads to fill all Compulsory Troops choices in the Detachment.
• A Detachment using this Rite of War may not deploy models using the Deep Strike special rule or otherwise as part of a Deep Strike Assault, Subterranean Assault or Flanking Assault (and units which must deploy by these methods therefore cannot be chosen as part of the Detachment).
• A Detachment using this Rite of War cannot take more Elites and Fast Attack choices in total than they have Troops choices in the Detachment. So, for example, a Detachment with three Troops choices could take three choices made up of Fast Attack, Elites, or a combination of the two.
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@@ -19537,20 +14516,14 @@ Limitations
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@@ -19567,9 +14540,7 @@ While Fulgrim Transfigured is on the battlefield, models with this special rule
Limitations
Fulgrim Transfigured must be included in a Detachment using this Corrupted Rite of War.
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While Fulgrim Transfigured is on the battlefield, models with this special rule gain the Preferred Enemy (Everything) special rule.
@@ -19577,23 +14548,14 @@ Fulgrim Transfigured must be included in a Detachment using this Corrupted Rite
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@@ -19604,20 +14566,14 @@ Fulgrim Transfigured must be included in a Detachment using this Corrupted Rite
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@@ -19627,9 +14583,7 @@ Fulgrim Transfigured must be included in a Detachment using this Corrupted Rite
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@@ -19637,31 +14591,18 @@ Fulgrim Transfigured must be included in a Detachment using this Corrupted Rite
Until Fulgrim Transfigured is placed on the battlefield in this manner, all models in a Detachment he is part of have the Stubborn special rule.
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@@ -19675,9 +14616,7 @@ Until Fulgrim Transfigured is placed on the battlefield in this manner, all mode
All eligible units and models receive +1 to their Leadership Characteristic (to a maximum of 9). Imperialis Militia Levy Squads in a Detachment with this Provenance gain the Support Squad special rule and all Imperialis Militia Grenadier Squads in a Detachment with this Provenance lose the Support Squad special rule.
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@@ -19689,20 +14628,11 @@ Until Fulgrim Transfigured is placed on the battlefield in this manner, all mode
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@@ -19711,18 +14641,12 @@ Until Fulgrim Transfigured is placed on the battlefield in this manner, all mode
All Imperialis Militia Grenadier Squad, Imperialis Militia Command Cadres, and Discipline Masters in a Detachment with this Provenance increase their Ballistic Skill by +1 (to a maximum of 4). A Force Commander in a Detachment with this Provenance increases its Initiative to 5.
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@@ -19731,18 +14655,12 @@ Until Fulgrim Transfigured is placed on the battlefield in this manner, all mode
A Detachment with this Provenance may choose to fill Compulsory Troops choices only with Imperialis Militia Cavalry Squads, with all models in Imperialis Militia Cavalry Squads selected as Compulsory Troops choices gaining a bonus of +1 to their Leadership Characteristic (this does not allow Imperialis Militia Cavalry Squads to be selected as non-Compulsory Troops choices). In addition, a Detachment with this Provenance may include four additional Fast Attack choices – but these additional choices may only be used to select Imperialis Militia Cavalry Squads.
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@@ -19752,13 +14670,9 @@ Until Fulgrim Transfigured is placed on the battlefield in this manner, all mode
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@@ -19774,64 +14688,44 @@ D6 Effect
6 All eligible models in the unit with the Infantry or Cavalry Unit Types gain one of the following special rules, selected by the controlling player, for the duration of the battle: Relentless, Stubborn, Adamantium Will (6+) or all of the special rules presented for result 2-5 (i.e., Fleet (2), Move Through Cover and Night Vision).
BS NOTE (This Provenance cannot be taken in conjunction with the Cyber-augment or Tainted Flesh Provenance. See relevant Provenance.)
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@@ -19855,30 +14745,20 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Cyber-augment o
All eligible units and models gain the Feel No Pain (6+) and Slow and Purposeful special rules. This Provenance may not be chosen in conjunction with the Gene-crafted Provenance and any Detachment with this Provenance is treated as Sworn Brothers by any Detachment with the Mechanicum Faction in the same army.
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@@ -19906,19 +14782,12 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Cyber-augment o
Option – Frenzon: All models in any unit with this Provenance can be upgraded to have the Furious Charge (1) special rule for +25 points per unit.
BS NOTE (This Provenance cannot be taken in conjunction with the Tainted Flesh Provenance. See relevant Provenance.)
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@@ -19945,24 +14810,15 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Tainted Flesh P
Imperialis Militia Grenadier Squads and Imperialis Militia Command Cadres with this Provenance may take either a Legion Rhino Transport, Legion Termite Assault Drill or Legion Land Raider Proteus Carrier as a Dedicated Transport so long as they number 10 models or less. See the Legiones Astartes Crusade Army List for details and points costs, however all such vehicles lose the Legiones Astartes (X) special rule, gain the Third-line Unit Sub-type and reduce their Ballistic Skill to 3.
BS NOTE (This Provenance cannot be taken in conjunction with the Debased Rabble or Tainted Flesh Provenance. See relevant Provenance.)
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Option – Voidjumpers: All models in an Imperialis Militia Reconnaissance Squad may be upgraded to be Voidjumpers for +20 points per unit. Models upgraded to Voidjumpers have Militia jet packs and must replace their Shotgun with two laspistols or two autopistols. Any Discipline Masters, Militia Medicae and any other models assigned to the squad before deployment (but not models that join the unit by means of the Independent Character special rule) may be given Militia jet packs for no additional cost. A model with a Militia jet pack may not be given any weapon with the Heavy type.
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Option – Relic Arms: Eligible models in Imperialis Militia Grenadier Squads and Imperialis Militia Command Cadres may upgrade lasguns to either volkite chargers or assault needlers; may upgrade laspistols to either volkite serpenta or needle pistols; may upgrade sniper rifles to needle vulnus; and heavy stubbers to volkite culverin or needle cannon at a cost of +30 points per unit, regardless of the number of models or types of weapons upgraded in a given unit.
Option – Heirlooms of Past Glory: A Force Commander in a Detachment with this Provenance may exchange a power weapon for a paragon blade for +10 points and/or a laspistol for an archaeotech pistol for a further +10 points.
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@@ -19997,27 +14847,19 @@ Option – Heirlooms of Past Glory: A Force Commander in a Detachment with this
All eligible units and models gain a bonus of +1 to their Weapon Skill Characteristic for the duration of any player turn in which they make a successful Charge. However, an eligible unit that begins the controlling player’s Assault phase within 12" of one or more enemy units must have a Charge declared for it, though the controlling player may choose the target of this charge.
Option – Chainaxes: Any model eligible to benefit from this Provenance may upgrade a basic close combat weapon to a chainaxe for +2 points per model or upgrade a chainsword to a chainaxe for +1 point per model.
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@@ -20026,28 +14868,19 @@ Option – Chainaxes: Any model eligible to benefit from this Provenance may upg
All eligible units and models receive an increase of +1 to their Toughness Characteristic but also lower their Initiative and Movement Characteristics by -1 (to a minimum of 1, models with a Movement of 0 or - are not affected and remain Movement 0 or -). All eligible models in a Detachment with this Provenance and the Character Unit Sub-type gain the Battlesmith (6+) special rule, or if they also have the Independent Character special rule gain the Battlesmith (5+) special rule instead. This Provenance may not be chosen in conjunction with the Ogryn Conscripts Provenance.
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@@ -20056,19 +14889,12 @@ Option – Chainaxes: Any model eligible to benefit from this Provenance may upg
All eligible units and models receive an increase of +1 to their Strength Characteristic but also lower their Ballistic Skill by -1 (to a minimum of 1) and, if they do not already possess any variant of the Bulky (X) special rule, gain the Bulky (2) special rule. All eligible models in a Detachment with this Provenance and the Character Unit Sub-type gain the Hammer of Wrath (1) special rule, or if they also have the Independent Character special rule or the Monstrous Unit Sub-type gain the Hammer of Wrath (2) special rule instead. This Provenance may not be chosen in conjunction with the Ogryn Conscripts Provenance.
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@@ -20103,9 +14923,7 @@ Option – Chainaxes: Any model eligible to benefit from this Provenance may upg
All eligible units and models with this Provenance gain the Crusader and Hatred (Everything) special rules. However, they must always declare a Charge targeting an enemy if they are able. Imperialis Militia Grenadier Squads may not be taken in a Detachment which uses this Provenance and this Provenance may not be used in conjunction with the Survivors of the Dark Age Provenance.
BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stronghold Provenance. See relevant Provenance.)
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@@ -20113,29 +14931,19 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stro
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@@ -20146,13 +14954,9 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stro
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@@ -20167,36 +14971,24 @@ All eligible units and models receive the Fear (1) and Furious Charge (1) specia
This Provenance cannot be taken in conjunction with the Survivors of the Dark Age, Gene-crafted, Ogryn Conscripts or Alchem-jackers Provenances.
BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stronghold Provenance. See relevant Provenance.)
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@@ -20208,13 +15000,9 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stro
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A Detachment with this Provenance may select Imperialis Militia Ogryn Brute Squads as Troops choices, with those selected as Compulsory Troops choices gaining the Line Unit Sub-type. All Discipline Masters, Militia Medicae and Force Commanders selected as part of a Detachment with this Provenance may join Imperialis Militia Ogryn Brute Squads, ignoring the usual restrictions for joining a unit with the Monstrous Unit Sub-type.
BS NOTE (This Provenance cannot be taken in conjunction with the Kinfolk Helots, Abhuman Muster, Tainted Flesh & Industrial Stronghold Provenance. See relevant Provenance.)
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- Up to five additional Militia Leman Russ.....+120 points each
This Provenance cannot be taken in conjunction with the Unending Horde, Debased Rabble, Tainted Flesh or Ogryn Conscripts Provenances.
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@@ -20307,9 +15073,7 @@ This Provenance cannot be taken in conjunction with the Unending Horde, Debased
A Detachment with this Provenance grants the Endless Horde (4+) special rule to all models in all Imperialis Militia Infantry Squads and Imperialis Militia Levy Squads, but all Imperialis Militia Grenadier Squads can only be selected as Elites choices.
BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stronghold Provenance. See relevant Provenance.)
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@@ -20317,20 +15081,12 @@ BS NOTE (This Provenance cannot be taken in conjunction with the Industrial Stro
When a unit composed entirely of models with this special rule has its last model removed as a casualty, the controlling player may choose to roll a D6. On a result equal to or greater than the value in brackets, a unit identical to the one that was removed as casualties (with all models and Wargear listed on the controlling player’s army roster) is placed in Reserves – and treated as a new unit. On any other result, the unit is removed as casualties with no further effect. Any Victory points that would be scored for the unit removed as casualties are unaffected and scored as normal, and any new unit that enters Reserves may be used to score Victory points if also removed as casualties. Furthermore, if a new unit placed in Reserves due to this special rule is later removed from play as casualties – it too can be returned to Reserves instead of being removed from play using this special rule.
A unit with this special rule that has been joined by a model after or during deployment (such as via the Among the Ranks, Militia Medicae Support or the Independent Character special rules) and is subsequently entirely removed as casualties and then returned to Reserves instead of being removed, does not retain any models that had joined it when it returns to Reserves – such models are casualties and do not return to play.
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@@ -20339,13 +15095,9 @@ A unit with this special rule that has been joined by a model after or during de
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@@ -20363,15 +15115,9 @@ A unit with this special rule that has been joined by a model after or during de
This Provenance cannot be taken in conjunction with the Armoury of Old Night Provenance.
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@@ -20404,15 +15146,9 @@ This Provenance cannot be taken in conjunction with the Armoury of Old Night Pro
This Provenance cannot be taken in conjunction with the Abhuman Muster, Tainted Flesh, Gene-crafted, Unending Hordes, Feral Warriors or Ogryn Conscripts Provenances.
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@@ -20422,13 +15158,9 @@ This Provenance cannot be taken in conjunction with the Abhuman Muster, Tainted
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@@ -20441,20 +15173,11 @@ Liber Mechanicum for details and points costs). All Triaros Armoured Conveyors a
This Provenance cannot be taken in conjunction with the Survivors of the Dark Age or Clanfolk Levy Provenances.
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@@ -20466,10 +15189,7 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -20710,11 +15376,7 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -20726,11 +15388,7 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -20758,11 +15412,7 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -20774,11 +15424,7 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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@@ -20790,11 +15436,7 @@ This Provenance cannot be taken in conjunction with the Survivors of the Dark Ag
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Whenever a unit composed entirely of models with this Oath is called upon to take a Morale check* for any reason and in any Phase, no dice are rolled and the Check is considered to have been automatically passed. However, the unit must instead immediately suffer D3 Wounds against which only Invulnerable Saves may be taken, but no other Saving Throws or Damage Mitigation rolls, these Wounds being allocated by the controlling player. Additionally, when a unit composed of models with this Oath is entirely removed as casualties, no opposing player may score Victory points for its removal (this includes for Secondary Objectives such as Slay the Warlord).
*This affects only Morale checks and not Pinning tests, Psychic checks or any other kind of Leadership test.
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A unit that includes any models with this Oath may not make Sweeping Advances. However, whenever such a unit would otherwise be eligible to and capable of† making a Sweeping advance, the controlling player must instead roll a D6. On the result of a 4+, the controlling player gains 1 Victory point.
Note that units that are not normally allowed to make a Sweeping Advance gain no benefit from this Oath.
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@@ -21629,9 +16048,7 @@ Techmarine Covenant do not gain any of the Characteristic
bonuses granted by this Oath, despite having the Character
Unit Sub-type, but nor do they suffer from any of the penalties
applied to models without the Character Unit sub-type).
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@@ -21645,123 +16062,86 @@ applied to models without the Character Unit sub-type).
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A unit that includes any models with this Oath which fails a Morale check caused by casualties inflicted by an enemy Shooting Attack does not Fall Back but instead makes a Consolidate move. Additionally, if such a unit makes a successful Charge after suffering any casualties due to an enemy Reaction triggered by that Charge, then each Wound inflicted by the Reaction is counted towards the controlling player of the Charging unit’s score used to determine which side has won the resulting combat.
However, at the end of any of the controlling player’s turns after Game Turn 1, any unit that includes one or more models with this Oath that is not locked in combat and was not part of a combat in that same player turn suffers a single Wound against which only Invulnerable Saves may be taken, but no other Saving Throws or Damage Mitigation rolls, these wounds being allocated by the controlling player.
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Any Legion Veteran Squads in either a Primary Detachment or an Allied Detachment with this Oath may be upgraded for +50 points per unit, gaining the Line Unit Sub-type and the Heart of the Legion and Fury of the Legion special rules. However, a Detachment with this Oath may not include any Troops choices, and all Troops slots are removed from the Force Organisation chart for this Detachment. As such, the Detachment is no longer required to select any Compulsory Troops choices, but one existing Elites slot for that Detachment is now considered to be Compulsory. Additionally, a Detachment with this Oath may include two additional Elites choices – this applies to both detachments selected as a Primary Detachment and those selected as Allied Detachments.
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Any model in a Detachment with this Oath may exchange a plasma gun or Nemesis bolter* for a Xenos deathlock at no additional cost in points; a combi-bolter for a Xenos deathlock for +5 points per model; a plasma pistol for a Xenos doomlock at no additional cost in points or a power weapon for a Xenos halo blade at no additional cost in points.
*A Legion Vigilator may exchange their Master-crafted Nemesis bolter for a Xenos deathlock for no additional cost.
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All models with the Infantry or Cavalry Unit Type in a Detachment with this Oath are instead counted as having the Automata Unit Type and gain the Feel No Pain (5+) special rule. In addition, during the controlling player’s Shooting phase, a unit that includes any models with this Oath must attempt a Shooting Attack if there is an enemy unit within range, and must target the closest enemy unit possible that is within its line of sight and is a valid target for a Shooting Attack. If two or more targets are equally close then the controlling player chooses which will be the target of a Shooting Attack. If no weapon in the attacking unit is capable of Wounding or causing a Glancing Hit or Penetrating Hit to a potential target unit, then that target unit may be ignored if there is another potential target in range and line of sight of the attacking unit. Any model in a Detachment with this Oath that has the Psyker Unit Sub-type loses that Sub-type and may not use Psychic Weapons or Psychic Powers.
Any model in a Detachment with this Oath that has the Transport Unit Sub-type gains the Augmetic Transport Bay special rule.
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A model with this special rule may only be Embarked upon by models that previously had the Infantry Unit Type, but have had it replaced with the Automata Unit Type by The Flesh Is Weak (Oath of Vengeance and Wrath). A model with this special rule also increases its Transport Capacity by 3.
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@@ -21774,19 +16154,12 @@ Any model in a Detachment with this Oath that has the Transport Unit Sub-type ga
All models that exchange one or more weapons due to the strictures of this Oath also gain the Desperate Measures special rule.
*Note that this exchange takes place after any options are selected from a unit’s army list profile – for example, allowing models from a Legion Veteran Squad to first upgrade a bolter to a plasma gun before any remaining bolters must be exchanged for other weapons. However, a model with this Oath that has been given a bayonet or chain bayonet may not then exchange their bolter for an autopistol or laspistol.
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A model with this special rule treats all weapons from the Armoury of Desperation that have the Assault (X) type as if it were the Pistol (X) type, and all weapons from the Armoury of Desperation with the Heavy (X) type as if they had the Assault (X) type (the value of X remains the same in all cases). Models with this special rule count weapons from the Armoury of Desperation with the Rapid Fire type as if they had the Pistol 2 type instead.
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@@ -21800,14 +16173,9 @@ Weapon* and may pay an additional cost of +25 points per model to also select on
Note that models with this Oath do not gain access to the Aetheric Lightning Pyschic Weapon, unless another special rule would grant it to them or if they gain the Psyker Unit Sub-type from another source, such as the Librarian Consul upgrade.
*This does not grant the model access to any Psychic Disciplines and they may not select further Psychic Weapons or Powers.
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@@ -21820,9 +16188,7 @@ Special rules that are removed:
• Heart of the Legion
• Spite of the Legion
• Inexorable
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@@ -21835,14 +16201,9 @@ Special rules that are removed:
All models with this special rule that do not also have the Character Unit Sub-type must reduce their Leadership and Initiative Characteristics by -1 and gain a Damage Mitigation roll of 5+ against all Wounds that do not inflict Instant Death – this is known as a Cloned Resilience Damage Mitigation roll and does not stack with any other Damage Mitigation roll. A unit that includes one or more models with this special rule may not make Reactions, but may also never be Pinned.
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@@ -21851,38 +16212,23 @@ Special rules that are removed:
All models with this special rule that do not also have the Character Unit Sub-type must reduce their Leadership and Ballistic Skill Characteristics by -1 but increase their Strength Characteristic by +1 permanently, and after making a successful Charge gain an additional +1 bonus to Strength until the end of that player turn. A unit that includes any models with this special rule that begins the Assault phase within 12" of one or more enemy units must have a Charge declared for it, though the controlling player may choose the target of this Charge.
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@@ -21897,9 +16243,7 @@ Special rules that are removed:
Once per Phase, when a Reaction is declared for a unit entirely composed of models with both the Legiones Auxilia (Dark Angels) and Tercio special rules that allow it to make a Shooting Attack or Move, a single friendly unit entirely composed of models with the Legiones Astartes (Dark Angels) special rule which has at least one model within 6" of the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made as though it was part of the same Tercio as the Reacting unit and was ‘In Formation’ as per the Tercio special rule. This does not cost an additional point of Reaction Allotment but a unit with the Legiones Astartes (Dark Angels) special rule which Moves or Shoots in this way is counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made.
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Whenever a Shooting Attack causes a unit containing one or more models with the Legiones Auxilia (Emperor’s Children) special rule to have one or more models removed as casualties, all models in the unit with the Legiones Auxilia (Emperor’s Children) special rule gain the Hammer of Wrath (1) special rule until the end of their controlling player’s next turn.
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When a unit entirely composed of models with the Legiones Auxilia (Raven Guard) special rule contains at least a single model which can draw line of sight to a friendly model within 24" which has the Legiones Astartes (Raven Guard) special rule and is drawn from the same Army’s Primary Detachment, then all models in the unit increase their Leadership Characteristic by +1 to a maximum value of 10.
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When a unit entirely composed of models with the Legiones Auxilia (Iron Warriors) special rule takes Leadership tests as part of the Pinning or Concussive special rules, the unit ignores any negative Leadership modifiers.
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When a unit containing one or more models with both the Legiones Auxilia (White Scars) and Tercio special rules, as well as the Line Unit Sub-type, is within the controlling player’s Deployment Zone or has at least half of its models within 6" of an Objective, then all models in the unit gain the Feel No Pain (6+) special rule. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6" of an Objective to a maximum of 5+.
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No model may make Cover Saves or Shrouded Damage Mitigation rolls against Wounds inflicted by Shooting Attacks which are made by models with the Legiones Auxilia (Space Wolves) special rule as part of a Reaction.
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A unit entirely composed of models with both the Legiones Auxilia (Imperial Fists) special rule and the Line Unit Sub-type increases all Cover Saves granted by terrain by one (i.e., from 6+ to 5+). This only increases existing Cover Saves and does not grant one when in terrain that does not normally grant a Cover Save. This rule cannot increase a Cover Save to better than 4+.
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Models with the Legiones Auxilia (Night Lords) special rule are never affected by any instance of the Fear (X) special rule. All models in a unit entirely composed of models with both the Legiones Auxilia (Night Lords) and Tercio special rules gain the Rage (2) special rule for the duration of any Assault phase in which at least a single model from the unit begins that Assault phase within 12" of any friendly model with the Fear (X) special rule that is not part of the same Detachment.
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Any model with the Legiones Auxilia (Blood Angels) special rule which is locked in combat increases its Attacks Characteristic by +1 as long as it is within 6" of a friendly model with the Legiones Astartes (Blood Angels) special rule.
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When a unit entirely composed of models with the Legiones Auxilia (Iron Hands) special rule fails a Morale check owing to casualties in the Shooting phase, it does not Fall Back as per the standard rules, but instead suffers D3 automatic Wounds with no Saves of any kind allowed (Damage Mitigation rolls may still be used to negate these Wounds).
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When a unit entirely composed of models with the Legiones Astartes (Alpha Legion) special rule is selected as the target of a Shooting Attack during the opposing player’s Shooting phase, the attacking unit must first make a Leadership test as long as there is a unit entirely composed of models with the Legiones Auxilia (Alpha Legion) special rule with at least one model within 12" of the targeted unit to which the attacking unit can also draw line of sight. If this Leadership test is failed, all Shooting Attacks made by the attacking unit must instead target the unit entirely composed of models with the Legiones Auxilia (Alpha Legion) special rule – if the Leadership test is passed, they may attack as normal.
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When making Shooting Attacks targeting units which are Falling Back or who have previously had one or more models removed as casualties, models with the Legiones Auxilia (World Eaters) special rule add +1 to rolls To Hit.
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When a unit containing one or more models with the Legiones Astartes (Ultramarines) special rule declares a Charge against an enemy unit which has had one or more models removed as casualties as a result of a Shooting Attack made by a model with the Legiones Auxilia (Ultramarines) special rule in the same Game Turn, any Shooting Attacks made against the Charging unit as part of a Reaction in the same Assault phase are resolved as Snap Shots.
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When rolling To Wound against a model with the Legiones Auxilia (Death Guard) special rule, for any attack inflicted by a weapon with either the Fleshbane or Poisoned (X) special rules, reduce the result of that roll To Wound by -1 (this does not affect the Strength of the attack, only the result of the roll To Wound). Additionally, models with both the Legiones Auxilia (Death Guard) special rule and the Infantry Unit Type may re-roll failed Dangerous Terrain tests.
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Any friendly model with the Legiones Astartes (Thousand Sons) special rule which suffers Perils of the Warp while within 12" of a unit entirely composed of models with the Legiones Auxilia (Thousand Sons) special rule and the Infantry Unit Type may choose to allocate all of the Wounds inflicted by Perils of the Warp to the unit containing models with the Legiones Auxilia (Thousand Sons) special rule and the Infantry Unit Type. Additionally, all models with the Legiones Auxilia (Thousand Sons) special rule and the Infantry Unit Type gain the Adamantium Will (6+) special rule.
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When a friendly unit containing one or more models with the Legiones Astartes (Sons of Horus) special rule declares a Charge against an enemy unit which has had one or more models removed as casualties as a result of a Shooting Attack made by a model with the Legiones Auxilia (Sons of Horus) special rule in the same Game Turn, the Charging unit adds +2 to the result of the Charge Distance roll.
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All models in a unit entirely composed of models with both the Legiones Auxilia (Word Bearers) and Tercio special rules gain the Fleet (2) and Crusader special rules for the duration of any of the controlling player’s turns in which at least a single model from the unit begins that turn within 12" of any friendly model with the Legiones Astartes (Word Bearers) special rule.
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Units containing one or more models with the Legiones Auxilia (Salamanders) special rule increase the Cover Save they receive against Shooting Attacks which draw line of sight through an intervening unit to a roll of 4+ as long as the intervening unit is entirely composed of models with the Legiones Astartes (Salamanders) special rule.
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Similarly, if a model makes a Shooting Attack with a weapon that has the Rending special rule, a To Wound roll of equal to or greater than the listed value wounds automatically, regardless of Toughness, and is resolved at AP 2.
In either case, against Vehicles each Armour Penetration roll of equal to or greater than the listed value allows a further D3 to be rolled, with the result added to the total Strength of the attack. These Hits are not resolved at AP 2, but are instead resolved using the weapon’s AP value.
For example, a model with the Rending (5+) special rule that rolls To Wound against a non-Vehicle model will wound automatically on the roll of a 5+, and the attacking player has the choice of using an AP value of 2 instead of the AP value of their weapon.
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If a Charge is declared for a unit that includes at least one model with this special rule, targeting an enemy unit that is Pinned, Falling Back, or includes no models with the Character Sub-type or the Chosen Warriors special rule, then all models in the Charging unit gain a bonus of +1 Attacks for the duration of the Assault phase in which the Charge is declared.
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At the start of the controlling player's Movement phase a model with the Legion Warhawk jump pack may set its Move Characteristic to a value of 12 for the duration of the controlling player's turn (sometimes referred to as 'activating' the jump pack). This allows a model with a Warhawk jump pack to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance). In addition, all models with a Warhawk jump pack that have been activated ignore terrain while Moving and Charging, but must take Dangerous Terrain test as normal when beginning or ending their Movement in Dangerous Terrain. A model with an activated Legion Warhawk jump pack treats all Difficult Terrain as Dangerous Terrain and may move over both friendly and enemy models or units without penalty - but must end its Movement at least 1" away from any model from another unit.
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Any model with a Legion Warhawk jump pack also gains the Bulky (2), Hamer of Wrath (1) and Deep Strike special rules - if it already has the Bulky (2) special rules, it gains the Bulky (3) special rules instead.
During a Reaction made in any Phase, a player may not choose to activate a model's Legion Warhawk jump pack to gain any bonus to its Movement Characteristic.
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Before making any To Hit rolls with this weapon, the Psyker must make a Psychic check. If the Check is passed, then the Psyker may attack as normal using the profile shown for this weapon. If the Check is failed, then the Psyker suffers Perils of the Warp, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
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When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.
• All models (friend and enemy) caught in the beam area (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted.
• Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties.
• If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will go no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1.
• If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Casualties are assigned by the controlling player.
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When a model with this special rule is deployed, any doors on the model must be opened to their full extent. All models Embarked within a model with this special rule must then Disembark immediately and no models can thereafter Embark within that model for the remainder of the battle. Any model that has Disembarked from a model with this special rule may not have a Charge declared for it in the same turn. The physical doors attached to a model with this special rule are not treated as part of the model once opened to their full extent, and cannot be targeted by Shooting Attacks and do not impede Movement in any way.
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No model with any versions of the Bulky special rule may Embark on a model that has this special rule.
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A Legion Rapier Battery must have one Legion Gunner per Rapier Carrier in order for all Rapier Carriers to make Shooting Attacks in the Shooting phase. If, at the start of any of the controlling player’s Shooting phases, the Legion Rapier Battery contains fewer Legion Gunners than Rapier Carriers then only a number of Rapier Carriers equal to the number of Legion Gunners may make Shooting Attacks in that Shooting phase. In addition, as long as there are at least as many Legion Gunners in the unit as there are Rapier Carriers then the unit cannot be Pinned, automatically passing any Pinning tests it is called upon to take without any dice being rolled, and all Legion Gunners in the unit gain a bonus of +1 to their Leadership Characteristic (this bonus is lost immediately once the number of Legion Gunners is reduced to less than the number of Rapier Carriers in the unit).
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Any Legion Centurion, Legion Cataphractii Centurion or Legion Tartaros Centurion may select a single Consul upgrade; no model may take more than one such upgrade (note that some upgrades are not available to Legion Cataphractii Centurions or Legion Tartaros Centurions, or Legion Centurions that have selected certain upgrades).
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After all Shooting Attacks for a weapon with this special rule have been fully resolved, roll a D6, adding +1 if the weapon has fired before in the same battle. If the total of this roll is 6 or more then the weapon may no longer be used to make Shooting Attacks in this battle. If this weapon is unable to make further Shooting Attacks then it may not be targeted by a Weapon Destroyed result on the Vehicle Damage table, and for the purposes of such a result is treated as though it had already been destroyed.
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At the start of the battle, once both armies have set up all their models, including any units with the Infiltrator special rules, a single enemy unit may be chosen by a player that controls any models with this special rule - this unit is considered 'marked for death'. When any models with this special rule controlled by that player are used to make an attack of any kind against the enemy unit their controlling player has 'marked for death', all failed To Wound rolls of '1' may be re-rolled.
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A model with this special rule may join a unit that includes one of more models with the Automata Unit Type. While part of a unit that includes one of more models with this Automata Unit Type, a model with this special rule may not make Reactions and gains the Fearless special rule. If the Automata models in the unit are subject to the Programmed Behaviours provision then those rules are not used as long as a model with this special rule is part of the unit.
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A model making a Shooting Attack with a Destroyer weapon attacks the number of times indicated on the weapon's profile whether or not the bearer has moved. A model carrying a Destroyer weapon can attack with it in the Shooting phase and still Charge in the Assault phase. In addition, when you roll for armour penetration with Hits caused by a Destroyer weapon, roll three dice instead of one and discard the single lowest dice rolled, or any one of the lowest dice in the case of tied results. Use total of the remaining dice to determine the result.
In addition, when a Destroyer weapon inflicts a Glancing Hit or a Penetrating Hit, it inflicts D3 Hull Points of Damage instead of a single Hull Point. When a Destroyer weapon inflicts a Wound on a non-Vehicle model, it inflicts D3 Wounds instead of a single Wound.
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All enemy models within 12" of a model with this special rule must reduce their Leadership by the value in brackets after the special rule when taking any Morale checks. Regroup or Pinning tests. For example, a unit with the special rule Fear (2) would reduce the Leadership of all enemy models within 12" by 2
Enemy units that are locked in combat are only affected by this modifier if they are locked in combat with the unit that causes Fear. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Fear special rule at a time. This will always be the highest single modifier among those applicable.
A model that causes Fear is not itself immune to Fear and will still suffer a penalty to its Leadership if within range of an enemy unit that has the Fear special rule.
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Units with one or more models with the Fearless special rule automatically pass Pinning tests. Regroup tests and Morale checks. In addition, models with the Fearless special rule ignore the effects of the Fear special rule.
However, units containing one or more models with the Fearless special rule cannot use any Reactions that grant a Cover Save, Armour Save or Invulnerable Save, and cannot choose to fail a Morale check due to the Our Weapons Are Useless special rule (see page 188). If a unit has become Pinned and then gains the Fearless special rule all the effects of being Pinned are immediately cancelled.
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When a model with this special rule suffers an unsaved Wound, it can make a special Feel No Pain roll to avoid being Wounded (this is a special Saving Throw which is made after unsaved Wounds are suffered).
Feel No Pain rolls may not be taken against unsaved Wounds that have the Instant Death special rule.
Roll a D6 each time an unsaved Wound is suffered. On a result that is equal to or greater than the value in brackets, the unsaved Wound is discounted - treat it as having been saved. On any other result the Wound is taken as normal.
For example, a unit with the special rule Feel No Pain (5+) would need to score a 5 or 6 in order to discount a Wound inflicted upon it.
This is a Damage Mitigation roll - any model may make only a single Damage Mitigation roll of any type for any given Wound (see page 174).
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When making a Shooting Attack, a model with this special rule may attack with a number of different weapons equal to the value of this special rule. This rule does not allow a single weapon to be attacked with more than once, and only applies if the model is equipped with more than one weapon. For example, as part of a single Shooting Attack, a model with the Firing Protocols (2) special rule may attack with up to two different weapons.
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A unit composed entirely of models with this special rule gains a bonus to all Run moves, any distance moved as part of a Reaction and as a modifier to all rolls made to determine Charge Distances equal to the value in brackets listed after the special rule. For example, a unit composed entirely of models with the Fleet (2) special rule would add +2 to all Run moves it makes, +2 to all distances moved as part of a Reaction and add a +2 modifier to any Charge Moves made.
If a unit is composed entirely of models with this special rule, but the models have different versions of this special rule, then the unit must use the lowest Fleet value included in the unit (for example, a unit of ten models in which nine models have Fleet (2) and one model has Fleet (4) would use the Fleet (2) special rule).
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If a model has this special rule, or is attacking with a Melee weapon that has this special rule, they always Wound on a 2+ in close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has this special rule, they always Wound on a 2+.
In either case, this special rule has no effect against Vehicles or Buildings.
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Any Psyker with a weapon or ability with this special rule may choose to make a Psychic check before making any attacks with that weapon or resolving the ability. If the Check is successful then the Strength value of any attacks made is doubled. If the Check is failed then Perils of the Warp is resolved targeting the unit containing the model that failed its Check. If the Psyker survives Perils of the Warp then it may attack as normal.
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In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Strength Characteristic until the end of the Assault phase. The bonus added to the model's Strength is equal to the value in brackets after the special rule, for example a model with Furious Charge (2) adds a bonus of +2 to its Strength.
A model that has made a Disordered Charge that turn receives no benefit from Furious Charge (see page 182).
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When firing a weapon that Gets Hot. roll To Hit as normal. For each unmodified To Hit roll of 1, the firing model immediately suffers a single Wound with an AP value equal to that of the weapon that was used to attack (Armour Saves, Invulnerable Saves and Feel No Pain rolls can be taken, but not Cover Saves or Shrouded rolls) - this Wound cannot be allocated to any other model in the unit. A Vehicle instead rolls a D6 for each roll of a 1 To Hit. If this roll results in a 1 or 2, the Vehicle suffers a Glancing Hit.
@@ -23013,46 +17031,30 @@ Weapons that do not roll To Hit (such as Blast weapons) must roll a D6 for each
Gets Hot and Re-rolls
If a model has the ability to re-roll its rolls To Hit (including because of BS 6+ or the Twin-linked special rule), a Wound is only suffered if the To Hit re-roll is a 1; it may also re-roll Gets Hot results of 1 for weapons that do not roll To Hit.
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Instead of rolling To Wound normally with this weapon, any model without the Vehicle, Dreadnought or Automata Unit Type that suffers a Hit from a weapon with this special rule must instead roll under their Strength on a D6 or suffer a Wound (a roll of a ‘6’ always counts as a failure). If a Graviton Pulse weapon also has the Blast type, then leave the Blast marker in place after resolving all Wounds, or otherwise mark the area. This area now counts as both Difficult Terrain and Dangerous Terrain until the end of the next Game Turn.
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Any attacks made using a weapon with this special rule do not require line of sight, but must still be within range.
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If a model with this special rule ends its Charge Move in base or hull contact with an enemy model, it makes a number of additional attacks equal to the value in brackets listed as part of this special rule. These attacks hit automatically and are resolved at the models unmodified Strength with AP-. These attacks do not benefit from any of the model's special rules (such as Furious Charge, Rending, etc.).These attacks are resolved during the Fight sub-phase at Initiative step 10 but do not grant the model an additional Pile-in Move.
If a model with this special rule Charges a Vehicle of any kind or a Building, the hits are resolved against the Armour Value of the Facing the charging model is touching. If the model is in contact with two or more Facings, the player controlling the target model chooses a Facing upon which the attacks are resolved. If a model with this special rule Charges a Building or Vehicle that is a Transport, the hits are resolved against the Building or Vehicle, not the unit Embarked within the Building or Vehicle.
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When deployed as the first model placed during a Deep Strike Assault, or other deployment that requires a model with this special rule to scatter, the distance the model scatters is reduced by half and if it scatters into Impassable Terrain or off of the battlefield then it is moved the minimum distance required to avoid such obstacles. In addition, if all units included in a Deep Strike Assault have the Inertial Guidance System special rule or are models Embarked on a model with that special rule then any rolls made to determine if the Deep Strike Assault is Disordered may be re-rolled.
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A unit that contains only models with this special rule ignores modifiers to Leadership when making a Morale check or Pinning test - except those caused by the Fear (X) special rule or the Corrupted and Anathema Sub-types. If a unit has both the Fearless and Inexorable special rules, it uses the rules for Fearless instead of Inexorable.
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A model with this special rule may only be included in an army that has the Loyalist Allegiance.
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A unit made up entirely of models with this special rule may perform a Flanking Assault as described on page 311. Certain Faction or unit special rules may present other options for the deployment of units with the Outflank special unit.
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If a non-Vehicle unit suffers one or more unsaved Wounds from a weapon with the Pinning special rule, it must take a Leadership test once the firing unit has finished its Shooting Attacks for that Phase. This is called a Pinning test. If the unit fails the Test, it is Pinned. As long as the Test is passed, a unit can be called upon to take multiple Pinning tests in a single turn, but only once for each unit shooting at them.
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• The target unit is affected by the Fearless special rule.
A unit that has become Pinned cannot Move, Run or Charge. It can only fire Snap Shots if it attacks during the Shooting phase and cannot make Reactions in any Phase. At the end of its following turn, the unit returns to normal and the unit is free to act as normal from then on. Whilst it is Pinned, a unit is affected normally by enemy actions (for example, it takes Morale checks as normal). If the unit is forced to move, for example if it has to Fall Back, it returns to normal immediately. If assaulted, the unit will fight as usual, but because they are not set to receive the Charge, enemy units do not receive the Initiative penalty for assaulting a unit in Difficult Terrain (see page 222), even if the unit is in Difficult Terrain. If a unit becomes Pinned during a Charge, then that Charge automatically fails. Units that are locked in combat cannot be Pinned and do not take Pinning tests.
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If a model has the Poisoned special rule, or is attacking with a Melee weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required, when attacking in close combat. In addition, if the Strength of the wielder (or the Poisoned weapon) is higher than the Toughness of the victim, the wielder must re-roll failed rolls To Wound in close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has the Poisoned special rule, it always Wounds on a fixed number (generally shown in brackets), unless a lower result would be required. If no number is shown in brackets, the rule is Poisoned (4+).
Unless otherwise stated, Poisoned weapons are treated as having a Strength of 1. The Poisoned special rule has no effect against Vehicles.
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If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a Shooting Attack, that shot is a ‘Precision Shot’. For example, if a model with the Precision Shots (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Shot.
Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as the target model is in range and line of sight of the attacking model, rather than following the normal rules for Wound allocation.
Note that Snap Shots and shots from weapons that scatter, or do not roll To Hit, can never be Precision Shots.
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This rule is presented as Preferred Enemy (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then everyone is a Preferred Enemy of the unit. A unit that contains at least one model with this special rule re-rolls failed To Hit and To Wound rolls of 1 if attacking its Preferred Enemy. This applies both to Shooting Attacks and close combat attacks.
If a model with this rule makes an attack against a mixed unit which has one or more models to which their Preferred Enemy rule pertains, but is not entirely composed of such models, it may still benefit from the effects of Preferred Enemy for all attacks made against that unit. For example, a model with Preferred Enemy (Independent Characters) may re-roll failed To Hit and To Wound rolls of 1 against all of the models in a unit which has been joined by an Independent Character.
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A model which loses one or more Wounds to an attack with this special rule and survives has its Toughness value reduced by -1 for the rest of the battle. This effect is not cumulative with other attacks using the Rad-phage special rule, but can be stacked with other special rules that also reduce the Toughness Characteristic of the target. Note that this special rule can never reduce a model to a Toughness value of less than 1.
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In a turn in which a model with this special rule Charges into combat, it gains a number of Attacks equal to the value of X for Charging, rather than +1. A model that has made a Disordered Charge that turn receives no benefit from Rage (see page 182).
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At the start of any Fight sub-phase, models with the Rampage special rule gain a number of Attacks equal to the value listed in brackets if outnumbered by enemy models (including the effects of the Bulky special rule) – count all models locked in the combat, not just those models that are engaged. Roll once to determine the number of bonus Attacks all Rampaging models involved in that combat receive that Phase. For example, a model with the Rampage (D3) special rule that is outnumbered by the enemy in close combat receives D3 additional Attacks in that Fight sub-phase.
A model that has made a Disordered Charge that turn receives no benefit from Rampage (see page 182).
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If a model is in base contact with more than one enemy model in the Initiative step in which they fight, they gain a number of Attacks equal to the value of X as noted in the variant of the special rule (if no value of X is included then count the value of X as 1).
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Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
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In a turn in which a model with this special rule Charges into combat, it adds a bonus to its Initiative Characteristic until the end of the Assault phase. The bonus added to the model’s Initiative is equal to the value in brackets after the special rule; for example, a model with Sudden Strike (2) adds a bonus of +2 to its Initiative.
A model that has made a Disordered Charge that turn receives no benefit from Sudden Strike (X).
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Models with the Adamantium Will special rule gain an Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp – the value of this Save is indicated in brackets after the rule. For example, a model with Adamantium Will (5+) gains a 5+ Invulnerable Save against any Wound inflicted by a weapon with the Force or Psychic Focus special rules and Wounds inflicted by Perils of the Warp. If, for any reason, the Adamantium Will special rule is presented without a value in brackets then consider the rule to be Adamantium Will (5+).
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If a model or weapon has this special rule, it rolls an additional D6 for armour penetration when targeting a Vehicle model, or, when targeting a model with the Automata or Dreadnought Unit Type, re-rolls all failed rolls To Wound instead. These effects apply to both Shooting Attacks and close combat attacks.
@@ -23138,14 +17118,10 @@ Armourbane (Melta): A model or weapon with this Armourbane special rule only gai
Armourbane (Melee): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when attacking in close combat.
Armourbane (Ranged): A weapon or model with this version of the Armourbane special rule only gains the benefits of the Armourbane special rule when making Shooting Attacks.
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Passengers Disembarking from Access Points on a Vehicle with this special rule can Charge on the turn they do so (including when forced to make an Emergency Disembarkation) unless the Vehicle arrived from Reserves that turn.
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All Barrage weapons use Blast markers and consequently use the rules for Blast weapons, as indicated by their profile, with the following exceptions:
Barrage weapons can fire indirectly. This means they can fire at a target that they do not have line of sight to, as long as the target is beyond their Minimum Range (if applicable). When firing indirectly, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit is rolled on the Scatter dice, the Blast marker always scatters a full 2D6". If a Barrage weapon has line of sight to its target it can fire directly, even if the target is within its Minimum Range.
@@ -23159,9 +17135,7 @@ Apocalyptic Barrage
An Apocalyptic Barrage follows all of the rules for a Barrage weapon, but uses the clover-shaped Apocalyptic Barrage marker. Before the marker is placed, the attacker is allowed to rotate the marker about its centre to maximise the number of models that could potentially be hit. Place the marker and roll for scatter in the same way you would for a Blast. If the marker scatters, be careful to maintain the same orientation as you move it.
Once the final position of the marker has been determined, roll a number of dice equal to the number of attacks on the weapon’s profile. So, for example, with a weapon with the type ‘Heavy 4, Apocalyptic Barrage’, you would roll four dice. Each dice roll corresponds to a ‘strike’ on one of the circles on the Apocalyptic Barrage marker. For example, each roll of a 2 indicates a strike on circle number 2. Resolve the strikes as for a Multiple Barrage, as if each were a Barrage attack that had landed on that circle and hit all the models underneath it. To determine Cover Saves, always assume the shot is coming from the centre of the entire Apocalyptic Barrage marker.
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If a model with the Battlesmith (X) special rule is in base contact with, or Embarked upon, one or more damaged Vehicles, Dreadnoughts or Automata during the Shooting phase, they can attempt to repair one of them instead of firing a weapon. Roll a D6. If the result is equal to or more than the value listed in brackets as part of this rule then one of the following options may be applied to any one Vehicle, Dreadnought or Automata the model is in base contact with or Embarked upon:
• Restore a lost Hull Point.
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• Repair a Weapon Destroyed result.
• Repair an Immobilised result.
If a Weapon Destroyed result is repaired, that weapon can be fired in the following Shooting phase. The Battlesmith cannot use this ability if they are Pinned or Falling Back.
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For the purposes of whether or not attacks of a Strength twice this model’s Toughness value inflict Instant Death, this model’s Toughness is increased by X, where X is the value in brackets after the name of this special rule. If, for any reason, this special rule does not provide a value, then consider the value of X to be 1. This special rule does not alter the scores needed by To Wound rolls or any other Test or Check.
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When firing a Blast weapon, models do not roll To Hit. Instead, pick one enemy model visible to the firer and place the Blast (3") marker with its hole entirely over the base of the target model, or its hull if the target is a Vehicle. The hole at the centre of the marker must be within the weapon’s Maximum Range. You cannot place the Blast marker so that the base or hull of any friendly model is even partially under it.
@@ -23214,110 +17184,74 @@ The Strength and AP of any Hits depends on the zone in which the target model is
To determine whether a unit wounded by an Apocalyptic Mega-blast weapon is allowed a Cover Save, and when determining Wound allocation, always assume the shot is coming from the centre of the Apocalyptic Blast marker, instead of from the firing model.
Hits from Apocalyptic Mega-blast weapons made against Vehicles are always resolved against their Side Armour Value.
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Any unit hit by one or more models or weapons with this special rule must take an Initiative test at the end of the current Phase. If the Test is passed, there is no further effect. If the Initiative test is failed, all models in the unit are reduced to Weapon Skill 1 and Ballistic Skill 1 until the end of their next turn. Should the attacking unit hit themselves, they automatically pass the Test. Any model that does not have an Initiative Characteristic (for example, Vehicles, Buildings, etc) is unaffected by this special rule.
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Bulky models count as a number of models equal to the value X in brackets after the rule’s name for the purposes of Transport Capacity and whether a given unit outnumbers another in combat.
For example, a unit comprised of five models all of which have the Bulky (3) special rule, would count as 15 models when attempting to Embark on a Transport Vehicle or when deciding if they outnumber an enemy unit.
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A model with this special rule may issue and accept Challenges as if it had the Character type. Note that this does not allow a model with this special rule to use any other special rules associated with the Character type.
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A unit that suffers one or more Wounds, regardless of whether those Wounds are Saved or otherwise discounted, from a weapon with this special rule must take a Leadership test at the end of the Shooting phase (if the attacks were inflicted as part of a Shooting Attack), or the current combat (if the attacks were inflicted as part of a Melee attack). If the test is failed then that unit’s WS is reduced by the value in brackets listed as part of the special rule until the end of the following Assault phase (if no value is listed then reduce the target unit’s WS by -1).
No matter how many times a unit has taken saved or unsaved Wounds from an attack with the Concussive special rule, it may only be forced to take one Leadership test because of it. If a single unit has been the target of several Concussive attacks with different values and fails the Leadership test, then it suffers the effects of the highest single modifier among those attacks – the effects do not stack or otherwise become cumulative.
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If a unit contains at least one model with this special rule, and that unit is Charged, every model with the Counterattack special rule gains a number of additional Attacks equal to the value in brackets listed as part of this special rule. If no value is listed then the unit gains +1 Attack.
If, when Charged, the unit was already locked in combat or has made the Hold the Line Reaction, the Counterattack special rule has no effect.
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After the Blast marker for a weapon with this special rule is placed, the attacking unit’s controlling player may move the marker up to 2" in any direction so long as this would cover more models than it previously would have.
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A unit that contains at least one model with this special rule rolls an extra dice when making Sweeping Advances and discards the lowest scoring dice before determining the result.
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A model using a close combat weapon with this special rule can only ever make a single attack at WS 1 in an Assault phase, regardless of their profile or any bonus or other special rule.
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If a Vehicle with this special rule takes Hull Point damage from any source, including both Penetrating Hits and Glancing Hits, but is not destroyed, roll a D6. On a 6, the Vehicle suffers an Explodes result on the Vehicle Damage table.
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After normal attacks by this weapon have been resolved, count the number of unsaved Wounds caused on the target unit. Immediately resolve a number of additional automatic Hits on the same unit using the weapon’s profile equal to the number of unsaved Wounds – these can then be saved normally. Models in the targeted unit must still be in range in order for these additional Hits to take effect. These additional Hits do not themselves inflict more Hits and do not benefit from any other special rules possessed by the attacking model, such as Preferred Enemy (X) or Precision Strikes (X).
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A unit made up entirely of models with this special rule may perform a Deep Strike Assault as described on page 310. Certain Faction or unit special rules may present other options for the deployment of units with the Deep Strike special rule.
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When fighting in a Challenge, the user of this weapon gains a bonus to their Initiative value equal to the value in brackets after the rule when making attacks with this weapon. If there is no value in brackets after a given instance of this special rule, then assume the value is 1 (thus adding +1 Initiative to that model).
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If a model with this special rule suffers an unsaved Wound from an attack that inflicts Instant Death, it only reduces its Wounds by 1, instead of automatically reducing its Wounds to 0.
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If this weapon successfully scores a Penetrating Hit on a target, roll a D6. If the result of that roll is equal to or higher than the value in brackets after the rule, a second automatic Penetrating Hit is inflicted on the same target against which Cover Saves may not be taken. For example, a weapon with the Exoshock (4+) special rule would inflict a second Penetrating Hit on the score of a 4+. This second Penetrating Hit does not gain the effects of any other special rules, and cannot trigger additional Hits.
If, for any reason, a given instance of this rule does not have a value in brackets after the special rule, assume the value is 6+.
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This rule is presented as Hatred (X) where X identifies a specific type of foe. If the special rule does not specify a type of foe, then the unit has Hatred against everyone. This can refer to a Faction or a specific unit. For example, Hatred (Mechanicum) means any model of the Mechanicum Faction, whilst Hatred (Thallax) means only Thallax. A model striking a Hated foe in close combat re-rolls all failed To Hit rolls during the first round of each close combat.
The effects of this special rule only apply when a unit that has it begins an Assault phase not locked in combat and then either Charges or is Charged by an enemy unit. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ turn of combat for the effects of Hatred.
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‘For each Hit inflicted on a unit that contains at least one model with the Vehicle, Dreadnought or Automata Unit Type, roll a D6 to determine the effect rather than rolling To Wound or for armour penetration normally. AP has no effect on this roll:
D6 Result
1: No Effect.
2-5: Vehicles suffer a Glancing Hit, other models suffer 1 Wound. Only Invulnerable Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result.
6: Vehicles suffer a Penetrating Hit, Dreadnoughts and Automata suffer 1 Wound. No Saves or Damage Mitigation rolls may be taken against Wounds inflicted by this result.
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A unit that contains at least one model with this special rule that is locked in combat can choose to leave close combat at the end of any Assault phase. If the unit wishes to do so, it must take an Initiative test.
If the Test is failed, nothing happens and the models remain locked in the fight.
If the Test is passed, choose a direction – then roll 2D6 and add the unit’s Movement Characteristic to the result. As long as the distance rolled, in inches, is sufficient to allow the entire unit to move over 1" away from all of the enemy units they are locked in combat with, the unit breaks away from combat and must immediately move a number of inches in the chosen direction equal to the 2D6 + Movement result, ignoring the models they were locked in combat with. No Sweeping Advance rolls are made. Enemy units that are no longer locked in combat immediately Consolidate a number of inches equal to their Initiative.
A Hit & Run Move is not slowed by Difficult Terrain, but does trigger Dangerous Terrain tests as normal. It may not be used to move into base or hull contact with enemy units, and models instead stop 1" away. If there are units with this rule on both sides who wish to disengage, roll off to determine who goes first and then alternate disengaging them. If the last of these ends up no longer in combat, it Consolidates instead.
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You may choose to deploy units that contain at least one model with this special rule last, after all other units (friend and foe) have been deployed. If both players have such units and choose to do so, the players roll off and the winner decides who goes first, then alternate deploying these units.
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Independent Characters and Infiltrate
An Independent Character without the Infiltrate special rule cannot join a unit of Infiltrators during deployment, and vice versa.
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Cover Saves and Damage Mitigation rolls granted by the Shrouded special rule cannot be taken against Wounds or Hull Point damage caused by weapons with the Ignores Cover special rule. This includes Cover Saves granted by Reactions and other special rules as well as Cover Saves conferred by terrain.
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If a model suffers an unsaved Wound from an attack with this special rule, it is reduced to 0 Wounds and is removed as a casualty.
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At the end of each of your turns, roll a D6 for each of your models with this special rule that has less than its starting number of Wounds or Hull Points, but that has not been removed as a casualty or destroyed. On a roll equal to or greater than the number in brackets associated with the special rule, that model regains a Wound, or Hull Point, lost earlier in the game. For example, a model with It Will Not Die (5+) would regain a lost Wound on the roll of a 5 or more.
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Weapons with the Lance special rule count Vehicle Armour Values that are higher than 12 as 12.
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When a Blast weapon with this rule is used, after the attack is resolved leave the Blast marker in play for the rest of the game and mark it with a counter of some kind. This area is now treated as Dangerous Terrain for all models with a Toughness value.
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Weapons with the Master-crafted special rule allow the bearer to re-roll one failed roll To Hit per turn with that weapon.
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A unit that contains at least one model with this special rule re-rolls all failed To Wound rolls against Dreadnoughts, Automata and Primarch models as well as any unit with the Monstrous sub-type.
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A unit that contains only models with this special rule suffers no penalty for moving or charging through Difficult Terrain.
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Attacks with this special rule cause Instant Death on a To Wound roll equal to the number in brackets associated with the specific rule. Roll any viable Saves against this Instant Death-causing Wound separately and before any other Wounds the attack inflicts.
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A unit that contains at least one model with this special rule ignores the effects of Night Fighting (see page 308) and no model may make Shrouded rolls to negate Wounds inflicted by their attacks.
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When making a Shooting Attack at any unit without the Flyer sub-type, this Vehicle increases its Ballistic Skill by the value indicated as part of the special rule. For example, a Vehicle with the Strafing Run (2) special rule would increase the model’s Ballistic Skill by +2 when making Shooting Attacks targeting any unit without the Flyer sub-type.
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A unit with this special rule may not be chosen as a compulsory choice for the army as part of the Force Organisation chart.
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If a model with the Swarm special rule suffers an unsaved Wound from a Blast (any size) or Template weapon, unless that Wound has the Instant Death special rule, each unsaved Wound is multiplied to two unsaved Wounds.
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A weapon with this special rule is treated like any other Template weapon, but when firing it in the Shooting phase, place the template so that the narrow end is placed within a number of inches equal to the value in brackets listed as part of this special rule. The wide end must then be aligned so that it is no closer to the firing model than the narrow end.
For example, a weapon with the Torrent (18) special rule must place the narrow end of the template at a point within 18" and the wide end no closer to the firing model than the narrow end.
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When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
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A weapon or ability with this special rule can only be used once during the course of a battle. Once a weapon with the One Use or One Shot special rule has been used to attack, it is no longer counted as a weapon and may not be destroyed (for example, by rolls on the Vehicle Damage table) or repaired by any other rule or effect.
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Attacks with this special rule may re-roll failed Armour Penetration rolls against Vehicles and Buildings (both with Shooting Attacks and in close combat) and re-roll Glancing Hits, in an attempt to instead get a Penetrating Hit, but the second result must be kept.
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When a unit that contains at least one model with this special rule makes a Shooting Attack, one model in the unit can shoot at a different target to the rest of their unit. Once this Shooting Attack has been resolved, resolve the Shooting Attacks made by the rest of the unit. These must be at a different target, which cannot be a unit forced to Disembark as a result of the Split Firing unit’s initial Shooting Attack.
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A model fighting with this weapon does not receive +1 Attack for fighting with two weapons unless it is armed with two or more Melee weapons with the Specialist Weapon rule. The additional weapon does not have to be the same weapon as the one used to attack, but it must have the Specialist Weapon rule in order to grant an additional Attack for fighting with two weapons.
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If a weapon has the Sniper special rule, or is fired by a model with the Sniper special rule, all Wounds inflicted by its attacks are ‘Precision Shots’. Wounds from Precision Shots are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as it is in range and line of sight of the firer, rather than following the normal rules for Wound allocation. Note that Snap Shots can never be Precision Shots and attacks with the Blast or Template rules may never benefit from the effects of the Sniper special rule.
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A unit that contains at least one model with this special rule cannot Run, perform Sweeping Advances or make Reactions. However, models with this special rule can make Shooting Attacks with Heavy and Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance or Rapid Fire weapons.
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A model which has this special rule, or that is firing a weapon with this special rule, fires using its normal Ballistic Skill when shooting at Flyers and Skimmers, but it can only fire Snap Shots against other targets.
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A unit with at least one model with this special rule automatically passes Dangerous Terrain tests.
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When a model with this special rule suffers an unsaved Wound, Glancing Hit or Penetrating Hit, it can make a special Shrouded roll to ignore it (this is not a Saving Throw and so can be used against attacks that state that 'no Saves of any kind are allowed'). Shrouded rolls may not be taken against Melee Attacks, against attacks with the Ignores Cover special rule or for models with the Fearless special rule.
Roll a D6 each time an unsaved Wound, Glancing Hit or Penetrating Hit is suffered by a model with this special rule. On a result that is equal to or greater than the value in brackets, that unsaved Wound, Glancing Hit or Penetrating Hit is ignored. On any other result, the Wound, Glancing Hit or Penetrating Hit is applied as normal. For example, a unit with the special rule Shrouded (6+) would need to score a 6 in order to ignore a Wound, Glancing Hit or Penetrating Hit inflicted upon it.
If on any unit this rule is presented simply as Shrouded, without a value in brackets, then count it as Shrouded (6+)
This is a Damage Mitigation roll - any model may make only a single Damage Mitigation roll of any type for any given Wound, Glancing Hit or Penetrating Hit (see page 174).
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After both sides have deployed (including Infiltrators), but before the first player begins their first turn, a unit containing at least one model with this special rule can choose to redeploy. If the unit is Infantry, Artillery, Dreadnought or Automata, each model can redeploy anywhere entirely within 6" of its current position. If it is any other Unit Type, each model can instead redeploy anywhere entirely within 12" of its current position. During this redeployment, Scouts can move outside the owning player’s Deployment Zone, but must remain more than 9" away from any enemy unit. A unit that makes a Scout redeployment cannot Charge in the first Game Turn. A unit cannot Embark or Disembark as part of a Scout redeployment.
@@ -23466,49 +17350,33 @@ If both sides have Scouts, roll off; the winner decides who redeploys first. The
Infiltrate and Scout
If a unit has both the Infiltrate and Scout special rules, that unit can deploy as per the Infiltrate special rule and then redeploy as per the Scout special rule.
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If a model has the Shred special rule, or is attacking with a Melee weapon that has the Shred rule, it re-rolls failed To Wound rolls in close combat.
Similarly, if a model makes a Shooting Attack with a weapon that has the Shred rule, it re-rolls its failed To Wound rolls.
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Any model with the Vehicle, Dreadnought or Automata Unit Type that suffers a Penetrating Hit or unsaved Wound from an attack with this special rule may only make Snap Shots when it next makes a Shooting Attack either as part of a Reaction or during its controlling player’s Shooting phase.
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Pinning tests taken due to an attack or weapon with this special rule are made with a penalty to Leadership Characteristic equal to the value listed as part of the special rule.
For example, a unit that is forced to take a Pinning test by an attack made using a weapon with the Shell Shock (2) special rule, suffers a penalty of -2 to their Leadership Characteristic when resolving that Test.
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If a model with this special rule, or attacking with a weapon with this special rule, rolls equal to or higher than the value in brackets when making a To Hit roll as part of a melee attack, that hit is a ‘Precision Strike’. For example, if a model with the Precision Strikes (4+) special rule rolls a 4 or higher when making a To Hit roll, then that attack is a Precision Strike.
Wounds from Precision Strikes are allocated against a model (or models) of the attacking player’s choice in the target unit, as long as that model is engaged in combat with the attacking model’s unit, rather than following the normal rules for Wound allocation.
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A Vehicle with this special rule may attack different targets with each Ranged weapon it is permitted to fire during any Shooting Attack.
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When rolling on the Vehicle Damage table to resolve Hits against a Slow Vehicle, roll an additional D6 and before determining the result discard the highest single dice rolled. In addition, when a Slow Vehicle moves, other than to pivot in place, it is always considered to have moved at Cruising Speed regardless of how many inches it moves.
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A model attacking with this weapon Piles-in and fights at Initiative step 1, unless it has the Dreadnought Unit Type or Monstrous sub-type.
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When attacking with a weapon that has this special rule, the controlling player may re-roll all failed To Hit rolls.
@@ -23517,9 +17385,7 @@ If the Scatter dice does not roll a Hit, you can choose to re-roll the dice when
Twin-linked Template Weapons
Twin-linked Template weapons are fired just like a single weapon, but must re-roll failed To Wound rolls and Armour Penetration rolls.
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Template weapons are indicated by having the word ‘Template’ for their range instead of a number. Instead of rolling To Hit, simply place the template so that its narrow end is touching the base of the firing model, or the end of the firing weapon’s barrel for Vehicle models without bases, and the rest of the template covers as many models in the target unit as possible, without touching any other friendly models (including other models from the firing model’s unit). Any models fully or partially under the template are hit. Against Vehicles, the template must be placed to cover as much of the Vehicle as possible without touching a friendly model. The position of the firer is used to determine which armour Facing is hit (see page 207). A Template weapon never hits the model firing it.
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Hellstorm Weapons
Hellstorm weapons have the word ‘Hellstorm’ instead of a range on their weapon profile. Hellstorm weapons use the Hellstorm template (see page 152), but otherwise obey the rules for other Template weapons.
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A model attacking with this weapon never receives +1 Attack for fighting with two Melee weapons (see page 177).
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• A unit that includes only models with the Antigrav sub-type may ignore the effects of any and all terrain it passes over during movement, including passing over vertical terrain and Impassable Terrain without penalty or restriction. However, such units may not begin or end their movement in Impassable Terrain, and if beginning or ending their movement in Dangerous Terrain must take Dangerous Terrain tests as normal.
• Models with the Antigrav sub-type may never benefit from Cover Saves of any kind.
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Unlike most other Vehicles, Skimmers have flying bases under their hull. However, distances are still measured to and from the Skimmer’s hull, with the exception of the Vehicle’s weapons, which all work as normal. The base of a Skimmer is effectively ignored, except for when the Skimmer is being Charged or Rammed, in which case, models may move into contact with the Vehicle’s hull, its base or both.
Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Skimmers can move over all terrain, ignoring all penalties for Difficult Terrain and Dangerous Terrain tests. However, if a moving Skimmer starts or ends its move in Difficult Terrain or Dangerous Terrain, it must take a Dangerous Terrain test. A Skimmer can even end its move over Impassable Terrain if it is possible to actually place the model on top of it, but if it does so it must take a Dangerous Terrain test. If a Skimmer is forced to end its move over friendly or enemy models, move the Skimmer the minimum distance so that no models are left underneath it.
If a Skimmer is Immobilised or Wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), then leave the base in place. Note that it is not otherwise permitted to remove the flying base, as Skimmers cannot land in battle conditions.
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The Master of the Legion special rule grants the following benefits:
• Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Appendix: Legiones Astartes Rites of War, found on page 96.
• The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that includes at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
• Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule. The full rules for doing so can be found in the Appendix: Legiones Astartes Special Rules on page 124.
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Before the start of the first turn, when placing units into Reserve, a player must assign all Legion Deathstorm Drop Pods in the army to Reserve to perform an Area Denial Drop. At the beginning of the controlling player’s first turn, before any other models are moved or deployed, all of the Area Denial Drop units must enter play using the procedure described below:
@@ -23579,171 +17435,107 @@ Once this first unit has been deployed, roll a D6. On the roll of a ‘1’, the
Once all units are deployed, any enemy units within line of sight and range may choose to make the Interceptor Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Area Denial Drop. Any units that are chosen to make the Interceptor Reaction do not expend any of the controlling player’s Reaction Allotment for the Phase, but do count as having made a Reaction (and thus cannot React again in this Phase). Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of an Area Denial Drop.
Once all units from the Area Denial Drop have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of an Area Denial Drop may not Move or Run in the same Movement phase as they are deployed, but may Shoot and declare Charges as normal (if the models deployed as part of the Area Denial Drop are allowed to make Charges).
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Models with the Vehicle Unit Type may Embark on a model with this special rule, Embarking and Disembarking as per the normal rules for Embarking/Disembarking. A model with this special rule may carry one model with the Vehicle Unit Type whose starting Hull Points Characteristic is 4 or less. A model with the Vehicle Unit Type Embarking or Disembarking from a model with this special rule may do so from any point on the model’s base, or its hull if it has no base.
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A unit that includes any models with this special rule may not be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit with this special rule unless they also have this special rule).
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When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.
For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
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When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
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If a model with this special rule suffers an Explodes result on the Vehicle Damage table then when determining the radius of the explosion roll D6+3 instead of D6.
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When the controlling player resolves a Ram Attack using a model with this special rule, targeting an enemy model that has the Vehicle Unit Type, then any Hits inflicted are always resolved at Strength 12 (see the rules for Weapon Strengths above 10 on page 128). When resolving a Ram Attack against a model that does not have the Vehicle Unit Type, 6+D6 Str 10 Hits are inflicted instead.
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When making a Shooting Attack, select up to four enemy units within range and line of sight of the attacking unit and make a Shooting Attack using the weapon’s profile against each unit instead of following the normal procedure (any individual enemy unit may only be selected as a target once, and if there are less than four enemy units within line of sight and range then each viable target may be attacked). Each unit targeted is attacked with the full number of attacks listed as part of the weapon’s profile, for example, a weapon with the Heavy 6 type and the Deathstorm special rule would select up to four enemy units within range and line of sight and roll six dice To Hit against each unit.
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A weapon with this special rule may only be used to attack models of the Vehicle, Dreadnought or Automata Unit Types, any model with a Movement Characteristic of 0 or ‘-’, or Buildings or Fortifications. Furthermore, a model that is chosen to attack with a weapon with this special rule during the Assault phase may only make a single attack in the Fight sub-phase, regardless of its Attacks Characteristic and any bonus attacks from Charging or other special rules.
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When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be placed within unit coherency, but afterwards operate independently and are not treated as a unit.
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A model with this special rule may transport a single model with the Dreadnought Unit Type with no more than 8 Wounds instead of any other models. A Dreadnought model may not Embark upon a model with this special rule if any other models are already Embarked on it, and while a Dreadnought model is Embarked on a model with this special rule then no other models may Embark.
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If a weapon with this special rule fails its Armour Penetration roll against a target with an Armour Value, or fails a To Wound roll against any other model (note that successful Armour Saves or Damage Mitigation rolls do not count for this), roll a D6. If the result is a 1, the attacking model loses 1 Hull Point or Wound.
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If a model with this special rule has not moved or Run during the Movement phase of its controlling player’s turn then that model may add one to the number of shots fired when making a Shooting Attack with a bolter (this does not include combi-bolters, bolt pistols or other bolt weapons).
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A unit that includes any models with this special rule may not join or be joined by any model that does not also have this special rule (this includes Legion Techmarines and Legion Apothecaries, which may not be assigned to a unit that includes any models with this special rule). In addition, a unit that includes any models with this special rule never counts as a Scoring unit or a Denial unit regardless of any other special rules or Mission rules in use – however, a model with this special rule may re-roll all failed Shrouded Damage Mitigation rolls.
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Instead of rolling To Wound normally with a weapon with this special rule, the controlling player of any model Hit by it must roll equal to or under that model’s Strength Characteristic on 2D6 or it suffers a Wound (Armour Saves and Damage Mitigation rolls may be taken as normal – except Shrouded rolls which may not be used). Against targets with an Armour Value, the attacking player rolls 4D6 for armour penetration instead.
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When a unit that includes at least one model with this special rule has at least half of its models within 6" of an Objective then all models in the unit gain the Feel No Pain (6+) and Stubborn special rules. If any model in the unit already has a variant of the Feel No Pain special rule then instead increase the value in brackets of one of those rules by +1 while the unit has at least half of its models within 6" of an Objective (for example, a model that already had Feel No Pain (5+) could choose to increase this to Feel No Pain (4+) while it fulfils the conditions of this special rule).
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When a model with this special rule is deployed onto the battlefield using the Deep Strike special rule, and once all models arriving from Deep Strike in the same phase have been placed in their final positions, but before any models Embarked on the model with this special rule have Disembarked, any models within 3+D3" (friendly or enemy) suffer a Str 6 AP 5 Hit (models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as a Flame attack).
In addition, when moving in Hover mode, the controlling player may choose to inflict D6 Str 6 AP 5 Hits on any unit that a model with this special rule moves over. These Hits are distributed randomly within the target unit and models with the Vehicle Unit Type are struck on the Armour facing with the lowest Armour Value, and this attack counts as a Flame attack. Once the model has finished moving, the controlling player must roll a D6 for each unit it has inflicted Hits upon using this special rule – any results of a ‘1’ inflict a Hull Point of damage on the model with this special rule.
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A weapon with this special rule gains the Instant Death special rule when targeting models with the Automata Unit Type.
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A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Astartes (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Astartes (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Astartes (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.
Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
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A model with this special rule has a number of void shields, as listed on its profile. Shooting Attacks which Hit a model with this special rule instead target this model’s void shields while at least one remains active. Void shields have an Armour Value of 12. A successful Glancing Hit, Penetrating Hit or any successful Hit from a Destroyer weapon which targets a void shield causes it to collapse, reducing the number ‘X’ by -1. When the number of void shields is reduced to 0, this special rule has no further effect and subsequent Shooting Attacks target the model instead. Void shields have no effect on close combat attacks, and may not be affected by close combat attacks.
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A model with this special rule may carry models of the Dreadnought and Automata Unit Types, as well as models with the Cavalry Unit Type but not the Antigrav Sub-type. Each Dreadnought model uses 10 points of Transport Capacity, while each Automata and Cavalry model uses up a number of Transport Capacity points equal to twice its starting Wounds Characteristic.
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If a model with this special rule loses its last Hull Point due to the Gets Hot special rule then it also suffers the effects of the Explodes result on the Vehicle Damage table. When a model with this special rule suffers an Explodes result (as shown on the Vehicle Damage table), the Strength of any Hits it causes is increased to 10.
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A model with this special rule may only be included in an army that has the Traitor Allegiance.
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A unit or model with this special rule may be placed into Combat Air Patrol at the start of the battle, before any models are deployed onto the battlefield. Models assigned to Combat Air Patrol are not deployed onto the battlefield and remain in Reserves – however, no Reserves rolls are made for these models. Instead, the controlling player gains access to the Combat Air Patrol Advanced Reaction.
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When a target with an Armour Value is struck by a weapon with this special rule, the amount of Hull Point damage caused by the weapon is doubled.
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If a model that has a weapon with this special rule does not move in the Movement phase of a given turn, that weapon may be given the Rending (4+) and Pinning special rules until the start of the controlling player’s next turn.
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A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.
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In any of the controlling player’s Shooting phases, instead of making any Shooting Attacks with a model with this special rule, the controlling player may instead roll a D6. On the roll of a ‘4’ or more, a damage result of Immobilised that has been inflicted on this model may be removed but no Hull Points are returned.
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When the controlling player resolves an Explodes result on the Vehicle Damage table for a model with this special rule, the Strength of any Hits inflicted is increased to 10.
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A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight Sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.
For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
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If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable saves or Damage Mitigation rolls allowed.
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A model with this special rule must be deployed onto the battlefield as part of a Deep Strike Assault, or other deployment that requires the Deep Strike special rule. It may never be deployed as normal, regardless of any other rule or mission, and if forced to do so it is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation). Furthermore, a model with this special rule may never move – and if forced to do so is immediately reduced to 0 Hull Points and replaced with a Wreck (any models Embarked within must make an Emergency Disembarkation).
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Before the start of the first turn, when placing units into Reserve, a player must assign all units with the Subterranean Assault special rule and any Infantry units Embarked upon them to perform a Subterranean Assault. All models in a unit assigned to a Subterranean Assault must have the Subterranean Assault special rule, or be Embarked on a model with the Transport Subtype that has the Subterranean Assault special rule itself.
@@ -23761,9 +17553,7 @@ Once this first unit has been deployed, roll a dice. On the roll of a ‘1’ th
Once all units are deployed, any enemy units with one or more models within 6" of any unit deployed as part of the Subterranean Assault suffer D6+3 Str 6, AP 4 Hits (Wounds caused by these Hits do not cause Morale checks or Pinning tests). Once all Hits are resolved, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction (see page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Subterranean Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Subterranean Assault.
Once all units from the Subterranean Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Subterranean Assault may Move, Run or Shoot as normal. However, only units deployed aboard a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal. Other units deployed as part of a Subterranean Assault may not declare or resolve a Charge on the same turn as they are deployed.
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Before the start of the first turn, when placing units into Reserve, a player using the Drop Pod Assault Rite of War must assign all Legion Drop Pods, Legion Dreadnought Drop Pods, Legion Dreadclaw Drop Pods or Legion Kharybdis Assault Claws as well as the units Embarked upon them to perform a Drop Pod Assault.
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Once all units taking part in the Drop Pod Assault have Disembarked, any enemy units that are neither Pinned or Falling Back and are within line of sight may choose to make the Interceptor Reaction (See page 309 of the Horus Heresy: Age of Darkness rulebook) targeting any one of the units deployed as part of the Drop Pod Assault or that has Disembarked from a model deployed as part of the Drop Pod Assault. Note that no Reaction other than Interceptor may be made against the deployment of a unit as part of a Drop Pod Assault.
Once all units from the Drop Pod Assault have been deployed and any Interceptor Reactions have been resolved, the turn proceeds as normal. Units that have been deployed as part of a Drop Pod Assault may not Move or Run in the same turn as they are deployed, but may make Shooting Attacks as normal in the Shooting phase. During the Assault phase, only units deployed from a model with the Transport Sub-type with the Assault Vehicle special rule may declare and resolve a Charge and Assault as normal, other units deployed as part of a Drop Pod Assault may not declare or resolve a Charge on the same turn as they are deployed.
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Battlements are treated as an Access Point for their Building, meaning a unit inside the building can disembark onto the Battlements, or vice versa. Note that buildings without Transport Capacity that have battlements may still not be entered, although units can use their battlements.
Units equipped with Jump Packs of Jet Packs, Cavalry units and Skimmers do not need to take Dangerous Terrain tests for starting or ending their move on battlements.
If a Template or Blast weapon hits a unit on top of a battlement, that battlement's Building also suffers a single Hit.
If a unit moves onto the battlements of an Unclaimed, non-destroyed Building, they immediately Claim that Building and it becomes part of the unit's side until the Building is either destroyed or an enemy unit Claims it.
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Some particularly large Fortifications or units of Fortifications are composed of multiple Builds in base contact with each other to form a larger complex. These multi-part Buildings will specify on their profiles the exact breakdown of their component parts and how they are linked.
You can move a unit in one part of a multi-part Building into an adjacent and unoccupied part of the Building by declaring you are doing so. This will take up all of the Movement, and is still subject to all the rules for Transport Capacity (see page 211). In all other regards, the Buildings that make up a multi-part Building are treated as separate models.
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Massive Fortifications follow all the rules for Buildings as defined in this section, and reduce all rolls made for them on the Building Damage table by -1. The profile entry for the Fortification will list the actual Armour Values it has.
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A Blast-shield is a Barricade and provides a 5+ Cover Save for models obscured by it. In addition, any Wounds inflicted by attacks with the Blast special rule targeting a model that claims a Cover Save due to a Blast-Shield must be re-rolled.
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A model in cover behind a Barricade of Wall has a 5+ Cover Save. For the purpose of Charged Moves, models that are both in base contact with a Barricade and within 2" of each other are treated as being in base contact. Despite the models on either side not literally being in base contact, they may fight in the Fight sub-phase as normal. Units Charing an enemy that is behind a Barricade or Wall count as Charging though Difficult Terrain.
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When making Shooting Attacks, a model equipped with an Ordnance weapon fires the number of times indicated in its profile after its Type. A non-Vehicle model carrying an Ordnance weapon cannon attack with it in the Shooting phase if they moved in the preceding Movement phase. Ordnance weapons cannot make Snap Shots. Furthermore if a non-Vehicle model attacks with an Ordnance weapon, that model may not make any further Shooting Attacks with any other weapon in the Phase nor will it be able to Charge in the ensuing Assault phase. Vehicle models that fire Ordnance weapons may also suffer some restrictions based upon the distance they have moved that turn.
Ordnance weapons hit with such force that when you roll to penetrate a Vehicle's armour with an Ordnance weapon, roll two dice instead of one and pick the highest result.
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Grenades are represented in battle as Wargear items with a specific effect rather than as weapons. Using grenades does not count as a Shooting Attack and their effects are entirely covered by the rules presented here. Note that grenade launchers do not use these rules and are Shooting Weapons governed by the standard Shooting rules.
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A weapon with this special rule always Wounds Daemons on a 2+ and any successful Invulnerable Saves made by Daemon models against any Wounds it inflicts must be re-rolled.
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• A model with the Building Sub-type has an Armour Value instead of Toughness Characteristic and a reduced profile to reflect its limited capabilities. Page 224 of Warhammer: The Horus Heresy – Age of Darkness Rulebook presents rules for making attacks with or against models with this Unit Sub- type.
• A model with the Building Sub-type uses all of the rules for the Transport Sub-type and other models with either the Infantry or Primarch Unit Types may Embark or Disembark upon them (see page 224 of Warhammer: The Horus Heresy – Age of Darkness Rulebook).
• A model with this Unit Sub-type may never Move or be Moved by any special rule or effect – if it is forced to Move then it instead suffers the effects of the Total Collapse result on the Building Damage table.
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• A model with the Emplacement Sub-type has an Armour Value instead of Toughness Characteristic and a reduced profile to reflect its limited capabilities. Page 224 of Warhammer: The Horus Heresy – Age of Darkness Rulebook presents rules for making attacks against models with this Unit Sub-type.
• A model with this Unit Sub-type may never Move or be Moved by any special rule or effect – if it is forced to Move then it instead suffers the effects of the Total Collapse result on the Building Damage table.
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• A model (friendly or enemy) in base contact with a model with the Barricade Unit Sub-type and at least 25% obscured from the attacking unit gains a 5+ Cover Save.
• Any models (friendly or enemy) that are in base contact with the same model with the Barricade Unit Sub-type are considered to be in base contact with each other.
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• A model with the Barricade Sub-type is never counted as a unit for the purposes of any Objective or for the purposes of the Sudden Death Victory rule.
• A model with this Unit Sub-type may never Move or be Moved by any special rule or effect – if it is forced to Move then it is instead removed as a casualty.
• A model with the Barricade Sub-type may never make Shooting Attacks and may only have Emplacement Mounted weapons (see page 224 of Warhammer: The Horus Heresy – Age of Darkness Rulebook).
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• When rolling on the Building Damage table for a model with the Massive Sub-type, ignore any result other than a Total Collapse (but the model still suffers a point of Hull Point of damage for each Penetrating Hit. If the result of rolling on the Building Damage table is Total Collapse, the model with the Massive Sub-type suffers an additional D3 Hull Point damage. When reduced to 0 Hull Points, a model with the Massive Sub-type is destroyed, any weapons and wargear on the Building are also destroyed and it also suffers a Catastrophic Collapse. Any models Embarked upon a model with the Massive Sub-type that suffers a Catastrophic Collapse are immediately removed as casualties and the model with the Massive Sub-type now counts as Ruins and may not be Embarked upon.
• When selecting an army, the combined points value of all models with the Massive Sub-type, Lords of War Battlefield Role or Primarch Unit Type combined may not exceed 25% of the army’s total points limit, unless otherwise specified by the mission or Force Organisation chart in use.
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• A model with the Fortification Unit Type is a Terrain Piece that is selected as part of a player’s army and included as part of their Army Roster, and counts as a unit under that player’s control for all purposes (including Sudden Death Victories and Objectives).
• A model with this Unit Type that is selected as part of a player’s army is always ‘claimed’ and remains under that player’s control at all times (see page 223 of Warhammer: The Horus Heresy – Age of Darkness Rulebook).
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Assault Phase).
• A model with the Fortification Unit Type may attack with all weapons it has in each Shooting Phase, targeting a single enemy unit unless another special rule allows it to do otherwise.
• A model that has the Fortification Unit Type may not join other units, or be joined by any other model, including other models with the Fortification Unit Type. Each model with the Fortification Unit Type is always considered a separate unit (excepting only Multi-part fortifications, see page 225 of Warhammer: The Horus Heresy – Age of Darkness Rulebook).
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When destroyed, a model with this special rule resolves Catastrophic Damage at AP 1.
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When destroyed, a model with this special rule resolves Catastrophic Damage at AP 2
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Any model which suffers an unsaved Wound or Hull Point loss from a weapon with this special rule instead suffers D6 unsaved Wounds or Hull Points of damage. In addition, if the target of this attack is a model with the Knight, Titan, Super-heavy Vehicle, or Building or Fortification Unit Type, or the Monstrous Unit Sub-type, increase the number of Wounds suffered or Hull Points lost to 2D6.
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To Hit rolls of the value X indicated made by a weapon with this rule cause an automatic Glancing Hit against models with the Vehicle Unit Type instead of rolling for Armour Penetration, and an automatic Wound against models with the Dreadnought or Automata Unit Types, instead of rolling To Wound.
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Any successful Charge that targets a unit containing a model with a weapon with this special rule is always counted as a Disordered Charge.
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A model with this special rule has an Invulnerable Save of 6+ against Shooting Attacks.
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When destroyed, a model with this special rule resolves Catastrophic Damage at AP 3.
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When a model with this special rule is destroyed, the damage caused by its Catastrophic Damage is altered depending on the value of (X) in the version of this special rule as follows:
Magna: When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks.
Major: When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks at AP2.
Maxima :When destroyed, a model with this special rule resolves Hits caused by Catastrophic Damage as Destroyer attacks at AP2, and doubles the range of the Catastrophic Damage effect.
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A weapon with this special rule may double the number of shots it makes, but if it does so the firing model suffers D3 Wounds or Hull Points of damage with no Saves or Damage Mitigation rolls of any kind allowed.
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A model with this special rule has an Invulnerable Save of 5+ against Shooting Attacks.
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Units which suffer one or more Wounds or Hull Points lost from an attack from a weapon with this special rule halve their Movement Characteristic and may not Run or make Reactions until the end of the attacker’s next Shooting phase.
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Penetrating Hits caused by attacks made with weapons or models with this special rule add +1 to the result of any rolls on the Vehicle or Building Damage tables.
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A unit that includes any models with this special rule must make a Shooting Attack targeting the enemy unit which has the closest model in line of sight to any model in the attacking unit in the controlling player’s Shooting phase.
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The following rules apply to all models with the Automated Artillery Sub-type
• A unit that includes one or more models with the Automated Artillery Sub-type may not Run, declare or otherwise make Charge moves, and may only make the Interceptor Advanced Reaction.
• A unit that includes one or more models with the Automated Artillery Sub-type may not make Sweeping Advances and if targeted by a Sweeping Advance automatically fails without rolling any dice and is destroyed.
• A unit that includes one or more models with this Unit Sub-type may never hold or deny an Objective.
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Once per battle, during their turn the controlling player may declare that they will activate their Orbital Defences. Until the end of the opposing player's next turn, any Reserve rolls that the opposing player makes suffer a penalty of -1 and all rolls made by the opposing player to determine if any Deep Strike Assaults, Outflanking Assault or Subterranean Assaults are Disordered fail on the roll of 1-3 rather than just the result of a "1" (neither of these effects stack with other special rules that modify Reserves rolls of Disordered rolls, and the controlling player must choose one effect to apply). In addition, if the opposing player of a player whose army includes one of more models with the Orbital Defences special rule declares a Drop Pod Assault, the then controlling player of the models with the Orbital Defences special rule may roll a dice when the Drop Pod Assault is resolved. The controlling player of the models with the Orbital Defences special rule may select a number of enemy models with the Orbital Assault Vehicle special rule equal to the result of the dice roll, each of the models selected suffers a single Str 8 Ap 2 Hit after it is deployed onto the battlefield.
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A unit that includes at least one model with the Psyker Unit Sub-type or Daemon Unit Type, and which suffers one of more unsaved Wound from a weapon with this special rule also suffers Perils of the Warp (see page 201 of the Horus Heresy: Age of Darkness rulebook). Any given unit may only suffer Perils of the Warp once per Phase due to the effects of this special rule, regardless of how many enemy units attack that unit or how many weapons with this special rule are present in the attacking units.
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After a model with this special rule (for a unit composed entirely of models with this special rule) has resolved a Shooting Attack targeting an enemy unit, any weapons that were not used to attack (either dur to being out of line of sight or range of the enemy units, or because the controlling player voluntarily opted not to attack with them) may make a number of Secondary Shooting Attacks using those weapons that did not fire as part of its initial Shooting Attack. Each weapon not fired as part of the initial Shooting Attack may be fired once, either all of them in a single Secondary Shooting Attack, each in a separate Secondary Shooting Attack targeting a different enemy unit of any combination - however, each weapon may only be used to attack once and in no more than one Secondary Shooting Attack. All Secondary Shooting Attacks obey all the normal rules for range and line of sight and are with a modifier of -1 on all To Hit rolls.
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No enemy player may ever score any Victory points for the destruction of a unit with this special rule regardless of the scenario player or any victory conditions in effect. In addition, a model with this special rule may not join any unit that is not composed entirely of models that also have the Kharash special rule, nor may a model that does not have the Kharash special rule join a unit that includes any models with that special rule.
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When a unit composed entirely of models with the special rule declares a Charge targeting a unit that is Pinned or Falling Back, the Charge roll gains an additional +1 modifier, and if the Charge is successful then all models in the Charging unit gain +1 Attack for the duration of the turn in which that Charge is made.
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Immune to the effects of the Fear (X) special rule.
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If a mission has the Night Fighting special rule, either player can declare that they wish to fight the battle at night. If either player does so, roll a D6 before deployment: on a 2+, the Night Fighting special rule is in effect during Game Turn 1. At the beginning of Game Turn 2, roll a D6, on the score of a 4+ the Night Fighting special rule is in effect during Game Turn 2 as well. At the end of Game Turn 2, all effects of the Night Fighting special rule cease, and the special rule no longer has any effect, unless another special rule states otherwise. While the Night Fighting special rule is in effect, all units on the battlefield are affected by the following conditions:
• All units suffer a -1 penalty to their Leadership and Ballistic Skill.
• No unit may draw line of sight to any unit that is more than 24" away. Barrage weapons targeting units more than 24" away must re-roll all results of ‘Hit’ on the
Scatter dice.
The penalty to Leadership is ignored by any unit with the Fearless or Stubborn special rules. A Primarch unit, or any unit with the Night Vision special rule ignores both the penalties to Leadership and Ballistic Skill and the restrictions on drawing line of sight to other units.
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A model may only attack with this weapon on a turn in which it makes a successful Charge, but does not gain a bonus attack for Charging or from any special rules that would normally grant additional Attacks.
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A unit may re-roll Charge Rolls when attempting to Charge an enemy unit that has suffered one or more Hits from a weapon with the Impale special rule caused by one or more models in the unit for which the Charge was declared in the same player turn. This takes effect even if no Wounds are caused by the Hits.
If one or more Wounds are caused by a weapon with this rule, the affected unit decreases its Initiative characteristic by 1 until the end of the subsequent Assault phase.
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Malefic Aegis confers an Invulnerable Save equal to the value of X. Invulnerable saves granted by Malefic Aegis do not stack with other Invulnerable Saves but can benefit from rules (such as cyber-familiar) that specifically increase existing saves.
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Lies and Obfuscation: A model with this special rule is always considered to be 2" further away than it actually is when measuring range to it from any enemy model for the purpose of resolving a Shooting Attack, Charge or any Reation declared by an enemy model or unit (this is cumulative with any other modifiers to range imposed by special rules, such as Night Fighting or Wargear).
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Encarmine Fury: All models with the Legiones Astartes (Blood Angels) special rule require one lower result To Wound than they would normally, to a minimum of 2+, on any turn in which they are part of a successful Charge against an enemy unit even if that Charge is counted as Disordered. This effect applies regardless of the weapon they are using (for example, if using a Str 4 Melee weapon and attacking a target with a Toughness of 4, the Blood Angel will require a 3+ To Wound, rather than the usual 4+). In addition, any Vehicle with the Legiones Astartes (Blood Angels) special rule that makes a Ram Attack increases the Strength of any Hits inflicted by +1, to a maximum of Strength 10.
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The Hexagrmmaton: All units composed entirely of models with the Legiones Astartes (Dark Angels) special rule must select one of the following Hexagrammaton Unit Sub-types* when chosen during the army selection process: Stormwing, Dreadwing, Deathwing, Ironwing, Firewing or Ravenwing. See the Hexagrmmaton rules that follow for details.
*Some models or units may be required to have a specific Unit Sub-type from this list, if so it will be listed on their profile and cannot be changed.
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Models in a unit only gain the benefits of a Hexagrammaton Unit Sub-type if that unit is made up entirely of models with the Legiones Astartes (Dark Angels) special rules, and at least one model with a Hexagrammaton Unit Sub-type. However, the models in a unit may only benefit from the rules of a single Hexagrammaton Unit Sub-type in any Game Turn, If, at the start of a player's turn, any unit under that player's control includes models with different Hexagrammaton Unit Sub-type then the controlling player must select one of those Hexagrammaton Unit Sub-types, whose benefits will be applied to the models in that unit until the start of the controlling player's next turn - any other Hexagrammaton Unit Sub-types will grant no benefit to that unit for the duration of the Game Turn.
While Embarked on any model, a unit gains no benefit from any Hexagrammaton Unit Sub-types that any model it includes may possess, but the model they are Embarked on may benefit from any Hexagrammaton Unit Sub-type that it itself Possesses.
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Remorseless: A model with this special rule that does not have the Cavalry Unit Type or Artillery Unit Sub-type ignores any modifiers or restrictions on moving during the movement phase (Including modifiers imposed by Terrain or Restrictions from rules such Pinning which would normally stop them from moving) as long as the model does not Run or make use of another alternative form of Movement such as 'Activating a jump pack, Disembarking, or deploying via Deep Strike. Furthermore, as long as the model has not Run or used another alternative form of Movement in the controlling player's Movement phase, it is counted as Stationary when making shooting attacks until the start of the Controlling Player's next turn. This special rules does not affect whether or not a model may make a Charge, and does not allow models with the Vehicle Unit Type to ignore the effect of an Immobilised result on the Vehicle Damage table (But does allow a model with the Vehicle Unit Type to move even when under the effect of the Crew Stunned result on the Vehicle Damage table)
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Flawless Execution: On a Turn in which they make a successful Charge, even if that Charge is considered a Disordered Charge, models with the Legiones astartes (Emperor's children) special rule make their attacks in an assault at on initiative step higher than normal - after any initiative modifiers from other special rules have been taken into account. Models with the Legiones Astartes (Emperor's Children) special rule and Vehicle unit type gain a bonus of +1 to all To Hit rolls made for Defensive Weapons when making a Shooting Attack as part of a reaction.
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Violence Incarnate: On any turn in which a unit with this special rule makes a successful Charge it gains +1 Attack for the remainder of that turn in addition to any other bonuses, even if that Charge is considered a Disordered Charge.
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Discipline and Resolve: Models with this special rule gain a bonus of +1 to all To Hit rolls with any Auto weapon or Bolt weapon as part of any Shooting Attack (including as part of any Reaction).
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The Medusa’s Scales: All Shooting Attacks made against a model with this special rule that does not have the Vehicle Unit Type, suffer a modifier of -1 to the Strength of the attack. Models with this special rule and the Vehicle Unit Type instead gain the It Will Not Die (6+) special rule, or if such a model already has a variant of the It Will Not Die special rule then the value of that special rule is increased by +1 (for example, a model with the Vehicle Unit Type that already had the It Will Not Die (6+) and the Legiones Astartes (Iron Hands) special rule would instead gain the It Will Not Die (5+) special rule).
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Wrack & Ruin: When a model with this special rule makes a Shooting Attack or Melee attack targeting a model with the Dreadnought, Automata, Vehicle or Building Unit Type it gains +1 to the Strength of that attack.
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A Talent for Murder: When a unit made up entirely of models with this special rule attacks during the Fight sub-phase or makes a Shooting Attack against an enemy unit that is Pinned, Falling back or outnumbered by the attacking unit it gets a bonus of +1 to all To Wound or Armour Penetration rolls made during the Shooting Attack or Assault.
When determining if a unit is outnumbered, models with the Bulky (X) special rules count as a number of models equal to the value included as part of that special rule. Models with the Vehicle Unit Type count as ten models for the purposes of determining if the model is outnumbered by another unit.
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Shadow and Fury: Models with the Legiones Astartes (Raven Guard) special rule gain one of the following special rules based on the Unit Type and Wargear. either Talons, Falcons or Hawks (See the Shadow and Fury Rules).
@@ -24080,46 +17773,30 @@ Talons – If a unit composed entirely of models with the Talons special rule is
Falcons – Any models with this special rule may re-roll all failed To Wound rolls of ‘1’ in any Assault phase in which they make a successful Charge – even if that Charge is considered Disordered.
Hawks – Any models with this special rule gain the Shrouded (6+) special rule on any turn in which they Run, Move Flat Out or move as a Zooming Flyer, with this benefit lasting until the start of the controlling player’s next turn – or if that model would already gain the Shrouded (6+) special rule, it instead gains the Shrouded (5+) special rule (if the unit already has the Shrouded (5+) or better then it gains no additional benefit).
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Blood of Fire: When rolling To Wound against a model with this special rule for any attack inflicted by a Flame, Melta, Plasma, or Volkite weapon or effect, reduce the result of that roll To Wound by -1 (this does not affect the Strength of the attack, only the result of the roll To Wound). In addition, all models with this special rule that have more than one Wound or Hull point gain the It Will Not Die (6+) special rule.
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Merciless Fighters: During a turn in which a unit made up entirely of models with the Legiones Astartes (Sons of Horus) special rule successfully charges, or are successfully Charged, the Strength of all Melee attacks made against any model in that unit that does not have the Vehicle unit type suffer a modifier of -1. Models with the Vehicle Unit type and this special rule instead inflict an additional 3 Hits (for a total of 1D6+3 Hits, or 2D6+3 if the Vehicle has the Super-heavy Sub-type) on units composed of models that do not have the vehicle Unit Type when conducting a Ramming Attack.
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Bestial Savagery: A unit made up entirely of models with the Infantry Unit Type and the Legiones Astartes (Space Wolves) special rule that chooses to Run in the Movement phase may still make a Shooting Attack in the Shooting phase, and declare a Charge in the Assault phase of the same turn – but any Shooting Attacks made in the same turn as that in which a unit with this special rule has Run are made as Snap Shots. Units that cannot Run (such as Legion Cataphractii Terminators) or models that do not have the Vehicle or Infantry Unit Type instead gain +1 WS on any turn in which they successfully Charge, even if that Charge is considered Disordered. Models with the Vehicle Unit Type and this special rule that make Ram Attacks increase the Strength of any Hits inflicted as part of that attack by +1, to a maximum of 10.
Any Legion Centrurions, Legion Cataphractii Centurions and Legion Tartaros Centurions with this special rule may not select the Chaplain, Librarian or Primus Medicae Consul Upgrades. Instead these models gain access to the Pack Thegn, Speaker of the Dead and Caster of Runes Upgrades.
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Cult Arcana: All models with the Infantry or Cavalry Unit Type (but not those with the Artillery or Automated Artillery Sub-type) with this special rule gain the Psyker Sub-type (this does not grant any Disciplines, but does not otherwise remove any Discipline a model already has access to). In addition, all models with the Infantry or Cavalry Unit Type and the Character Unit Sub-type that have this special rule must select one Minor Arcana option ( See the Prosperine Arcana special rule). Any model with the Infantry or Cavalry Unit Types and both the independent Character and Legiones astartes (Thousand Sons) special rule that does not already have one or more Psychic Disciplines may be upgraded for +15 additional points to gain a single Psychic Discipline from the Core Psychic Discipline list (see the Horus Heresy Age of Darkness rulebook, page 322).
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The Strength of Wisdom: When rolling To Hit for a model with this special rule as part of a Shooting Attack, add +1 to the result of the roll if the enemy unit targeted by the attack has already been the target of another friendly unit composed entirely of models with this special rule in the same Shooting phase, and if the attacking model is within 6" of a model from that friendly unit. This does not affect attacks made with the Blast or Barrage special rules.
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Swift of Action: All models with this special rule add +1 to their Movement Characteristic and whenever called upon to make a roll to determine which player will take the First Turn or to Seize the Initiative, the controlling player of an army whose Primary Detachment has this special rule may roll an additional dice and discard the lowest rolled dice before determining the result.
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True Believers: A model with this special rule may never have a Leadership Characteristic modified below a value of 6. Furthermore if one or more models with this special rule are part of a combat that results in a draw, then the side that includes one or more models at the end of the fight sub-phase with this special rule is counted as having won the combat by 1 point. If both sides include models with this special rule then the combat remains a draw.
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Lords of Profligacy
After a Shooting Attack has been resolved against a unit composed entirely of models with this special rule, if that unit is not Falling Back, its controlling player can choose for it to become Stupefied. If a unit becomes Stupefied while Pinned or affected by the Blind or Concussive (X) special rules, it ignores the effects of these while Stupefied.
@@ -24132,25 +17809,16 @@ At the end of its controlling player’s following turn, the unit is no longer S
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A Techmarine Covenant is selected as any other unit, using up a single Force Organisation slot and bought in the same manner. However, before the first turn begins and any models are deployed to the battlefield, all models in a Techmarine Covenant must be assigned to another unit from the same Detachment of the army they were selected as part of. Legion Techmarines that have not selected a Legion Spatha combat bike or Legion Scimitar jetbike may only be assigned to units composed entirely of models with the Infantry Unit Type and the same Legiones Hereticus (X) special rule as the Legion Techmarine, and may not join units with Terminator armour of any kind. Legion Techmarines that have selected a Legion Spatha combat bike may only be assigned to units composed entirely of models with Legion Spatha combat bikes and the same Legiones Hereticus (X) special rule as the Legion Techmarine, and any Legion Techmarines that have selected a Legion Scimitar jetbike may only be assigned to units composed entirely of models with Legion Scimitar jetbikes and the same Legiones Hereticus (X) special rule as the Legion Techmarine. No Legion Techmarine may be assigned to any unit that includes one or more models with the Independent Character special rule or Unique Sub-type (but such models may join a unit that includes a Legion Techmarine as normal during either deployment or any following turn). No more than one Legion Techmarine may be assigned to any given unit.
Once assigned to a unit, the Legion Techmarine is considered part of that unit and may not leave it under any circumstances – if that unit is removed as a casualty then the Legion Techmarine is removed as well. In battles using Victory points, no Victory points are ever scored for removing a Legion Techmarine as a casualty. When assigned to a unit, a Legion Techmarine gains all of the special rules (with the exception of those that specifically forbid it, such as the Bitter Duty special rule) and Unit Sub-types listed for the unit to which it is attached, but does not gain access to any additional Wargear options available to the unit to which it is assigned.
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Any Hits scored against a Vehicle with this special rule in close combat (including as part of a Death or Glory Advanced Reaction) are resolved against the Vehicle’s Armour Facing with the lowest value.
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A unit that is comprised entirely of models with this Oath gains a bonus of +1 on all To Hit rolls made for weapons with the Melee type (To Hit rolls that result in a '1' on the dice rolled still trigger such rules as Gets Hot) targeting a unit that includes any models with the variant of the Legiones Astartes (X) special rule that is the target of this Oath.
@@ -24161,22 +17829,16 @@ If there is more than one enemy unit with the variant of the Legiones Astartes (
A Detachment with this Oath may not be selected as part of any army that includes any models with the variant of the Legiones Astartes (X) special rule that is the target of this Oath.
* This Oath may be selected more than once, but a different focus must be selected for each Oath.
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Models with this Oath gain access to any unique Wargear options available to models with the Legiones Astartes (X) rule variant noted as part of this Oath.
This does not allow those models to select Warlord Traits, Rites of War, Consul Types, Praetor upgrades, or other options available to models with that variant of the Legiones Astartes (X) special rule and does not allow the Detachment to include units restricted to Detachments of that Faction.
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Models with this special rule may only be selected as part of a Tercio (see the rules for Tercios on page 68). When a Reaction is declared for a unit with this rule that allows it to make a Shooting Attack or Move, then all units from the same Tercio that are ‘In Formation’ with the Reacting unit may also Move or make a Shooting Attack as described in the Reaction being made (all units that Move or Shoot are counted as having made a Reaction, and thus cannot make further Reactions in the same Phase, and must target the same unit with any Shooting Attacks made). A unit is ‘In Formation’ when that unit is in unit coherency and has at least one model within 3" of a model from a different unit in the same Tercio that is also in unit coherency.
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THE LEGIONES AUXILIA (X) SPECIAL RULE
The Legiones Auxilia (X) special rule is intended to represent Solar Auxilia cohorts that fight alongside the forces of the Legiones Astartes during the Horus Heresy, showcasing the unique specialisations, equipment and tactics they adopted in doing so. The Legiones Auxilia (X) special rule may only be applied to an Allied Detachment selected using the Solar Auxilia Army List and where the Primary Detachment’s Warlord has the Legiones Astartes (X) special rule. The Legiones Auxilia (X) special rule is currently intended to be used alongside a Warlord with a base version of the Legiones Astartes (X) special rule and may not be applied to an Allied Detachment selected from the Solar Auxilia Army List in the same army as a Detachment containing models with the Legiones Hereticus (X), Legiones Astartes (Shattered Legions) or Legiones Astartes (Blackshields) special rules.
@@ -24189,9 +17851,7 @@ An Allied Detachment drawn from the Solar Auxilia Army List which has had a vers
When an Allied Detachment drawn from the Solar Auxilia Army List has a version of the Legiones Auxilia (X) special rule applied to it then all models in the Allied Detachment also gain that version of the Legiones Auxilia (X) special rule. Additionally, if a unit which contains one or more models with the Legiones Auxilia (X) special rule has at least one model within 12" of a friendly unit containing one or more models with the corresponding Legiones Astartes (X) special rule when that unit fails a Morale check, the unit containing models with Legiones Auxilia (X) is immediately Pinned.
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When a unit that is composed entirely of models with this special rule is selected as a Troops choice, then up to three such units may be selected to fill that Troops choice slot instead of only one.
@@ -24200,25 +17860,19 @@ All units selected in this manner count as part of the same Troops choice for th
Once deployed onto the battlefield, all units selected in this manner are treated as separate and distinct units or choices for any Primary or Secondary Objectives or other special rules and operate as separate units in all ways. Units selected as part of the same Troops choice may have different options selected for them, and are not required to be identical.
When assigning additional models to units using the Among the Ranks and Militia Medicae Support special rules, each unit selected using the Strength in Numbers special rule is considered separate and may have models assigned to it as per the normal rules as the controlling player chooses.
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Legion Tartaros Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save.
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Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances.
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@@ -24226,9 +17880,7 @@ When assigning additional models to units using the Among the Ranks and Militia
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@@ -24236,26 +17888,20 @@ When assigning additional models to units using the Among the Ranks and Militia
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Combat Air Patrol – This Advanced Reaction may be made whenever any enemy model that has the Vehicle Unit Type and the Flyer Sub-type enters the battlefield from Reserves. The Reactive player may nominate any one model that has been assigned to Combat Air Patrol. Once the enemy model with the Vehicle Unit Type and Flyer Sub-type that triggered this Reaction has finished any and all Movement as it is brought into play, the chosen model assigned to Combat Air Patrol is brought into play from any point on the edge of the battlefield, moving into play as if it had entered play from Reserves. Once the Combat Air Patrol model has finished its Movement it may immediately make a Shooting Attack targeting the enemy model that triggered this Reaction – as long as it has finished its Movement with line of sight to that model.
Only models with the Vehicle Unit Type and Flyer Sub-type may make the Combat Air Patrol Reaction.
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Vehicle (Transport)
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A Legion Rhino Transport has one Access Point on each side of the hull and one at the rear.
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Vehicle (Transport)
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A Legion Termite Assault Drill has two Access Points, one on each side of the hull.
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@@ -24318,25 +17954,9 @@ Only models with the Vehicle Unit Type and Flyer Sub-type may make the Combat Ai
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One on each side of the hull and one at the front.
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diff --git a/2022 - LA - Salamanders.cat b/2022 - LA - Salamanders.cat
index 6e5244e3..b7e2a50c 100644
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template_id_9bcf-be6d-48ae-8638
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template_id_60e9-649a-41dc-8dd7
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template_id_47ce-b432-4b4a-98da
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template_id_02ca-5079-4248-b353
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template_id_bfa2-4203-4ad3-b023
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template_id_2a38-6544-4267-b584 template_targetId_7dee-602c-4b47-be09
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template_id_a559-b494-4154-a88a
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@@ -5284,18 +3356,14 @@
The Draken Scale grants a 2+ Armour Save and a 3+ Invulnerable Save. In addition, Vulkan may re-roll any failed Armour saves for Wounds inflicted by Flame or Volkite weapons.
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@@ -5315,9 +3383,7 @@
1
Melee, Master-crafted, Two-handed, Armourbane (Melee), Instant Death
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2
Pistol 1
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If this weapon inflicts a Hit then instead of one Hit it inflicts a number of hits equal to the number in brackets included as part of this rule.
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All models with both the Infantry Unit Type and the Legiones Astartes (Salamanders) special rule in the same army as Vulkan gain the Stubborn special rule. In addition, an army with Vulkan as its Warlord gains an additional Reaction in the opposing player's Shooting phase as long as Vulkan has not been removed as a casualty.
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Models with this special rule gain an Invulnerable Save of 5+ against all Flame, Plasma, Melta and Volkite weapons.
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A Firedrake Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules from the same Detachment selected by the controlling player as the Firedrake Squad’s Leader for the purposes of this special rule. A Firedrake Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Firedrake Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play
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The controlling player of a model with this special rule may re-roll all failed To Hit rolls of 1 for weapons of the Melee type.
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@@ -5883,17 +3797,13 @@
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2+
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@@ -6382,28 +4168,20 @@
10
2+
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*The additional close combat attacks are already included in profile.
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Cassian Dracos Reborn has the Cybertheurgic Arcana: Artificia Machina (see Liber Mechanicum).
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+
As long as no HQ choices other than Xiaphas Jurr and Nârik Dreygur are included in the same Detachment, Cassian Dracos Reborn may be selected as the army’s Warlord. If selected as the army’s Warlord, Cassian Dracos must use the Bloody-handed Warlord Trait.
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@@ -6411,9 +4189,7 @@
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2
Melee, Two handed, Unwieldy
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@@ -6603,15 +4339,9 @@
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2+
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@@ -6623,92 +4353,63 @@
Any model with the Dreadnought Unit Type and the Legiones Astartes (Salamanders) special rule within 6" of a Warlord with this Trait may add +2" to their Charge Distance. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player’s Shooting phase as long as the Warlord has not been removed as a casualty.
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@@ -6718,9 +4419,7 @@
Xiaphas Jurr has the Pyromancy discipline but counts as having Leadership 7 for the purposes of making Psychic checks.
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@@ -6729,9 +4428,7 @@
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@@ -6752,9 +4449,7 @@
3
Melee, Master-crafted, Blind
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@@ -6763,12 +4458,7 @@
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@@ -6779,18 +4469,12 @@
The Burning Halo provides a 4+ Invulnerable Save, and automatically inflicts D3 Hits on the target unit when making an Overwatch Reaction, resolved at Strength 4, AP -.
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2+
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@@ -6877,27 +4545,14 @@
As long as Xiaphas Jurr has not been removed from play, is in Reserve or Embarked upon a model with the Transport Sub-type, a single friendly unit comprised of models with the Legiones Astartes (Salamanders) special rules may choose to use Xiaphas Jurr’s unmodified Leadership value instead of their own, when making a Morale check or Pinning test in any turn.
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Melee
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At the start of any Assault phase, a Leadership test may be made for this unit by the controlling player against a Leadership of 7. If this test is passed, models in this unit gain the Feel No Pain (6+) special rule and improve their Weapon Skill characteristic to ‘5’ for the duration of that Assault phase.
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@@ -7043,9 +4661,7 @@
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Infantry (Character)
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3+
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3+
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A Warlord with this Trait, and all models in any unit he has joined, gain a bonus of +1 to their Strength Characteristic when locked in combat with any enemy unit that includes one or more models with any variant of the Fear special rule. Furthermore, this Warlord and any models in a unit he has joined composed entirely of models with the Legiones Astartes (Salamanders) special rule gain the Hatred (Traitors) special rule while the Warlord is part of the unit. An army whose Warlord has this Warlord Trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in a unit he has joined with the Legiones Astartes (Salamanders) special rule, gains a bonus of +1 for all To Wound rolls or Armour Penetration rolls made for Flame or Volkite weapons that are used by those units to make Shooting Attacks. In addition, an army whose Warlord has this Trait may make an additional Reaction during the opposing player's Assault phase as long as the Warlord has not been removed as a casualty.
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A Warlord with this Trait, and all models in any friendly unit composed entirely of models with the Legiones Astartes (Salamanders) special rule that is part of the same Detachment, gains a bonus of +1 to their Leadership Characteristic when making Pinning Tests (to a maximum of 11) and reduce the effects of the Fear special rule by 1 (note that this means the Fear(1) special rule has no effect on models granted this benefit, and negative modifiers conferred by other variants of the Fear special rule are reduced in effect by 1). An army whose Warlord has this trait may not include Legion Destroyer Assault Squads, Legion Mortalis Destroyer Squads or Legion Centurions with the Moritat Consul upgrade that also have the Legiones Astartes (Salamanders) special rule. In addition, an army whose Warlord has this trait may make an additional Reaction during the opposing player's Shooting phase as long as the Warlord has not been removed as a causalty.
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diff --git a/2022 - Mech Library.cat b/2022 - Mech Library.cat
index 108c8e3d..4d4ab8e0 100644
--- a/2022 - Mech Library.cat
+++ b/2022 - Mech Library.cat
@@ -9,9 +9,7 @@
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• A model of the Armiger Type may fire Heavy and Ordnance weapons and counts as Stationary even if it moved in the preceding Movement phase, and may declare Charges as normal regardless of any Shooting Attacks made in the same turn.
• No model that is not also of the Armiger Unit Type may join a unit that includes an Armiger model.
• A model with the Armiger Unit type is affected by the Haywire, Detonation, Armourbane (X) and Battlesmith (X) special rules as if it had the Dreadnought Unit Type.
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The Scout Knights of the Taghmata and Questoris Households often roamed the battlefield independently as the vanguard of their orders. While each war machine strode the battlefield distant from their companions, they shared fierce bonds of fealty and brotherhood.
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.
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Assault 2, Blind, Gets Hot
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Heavy 1, Large Blast (5"), Rending (4+), Shred, Exoshock (4+)
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Heavy 1, Massive Blast (7"), Barrage, Fleshbane, Rad-phage, Ignores Cover, Pinning, Shell Shock (3), Crawling Fire
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A model with an ion gauntlet shield gains a 5+ Invulnerable Save against Shooting Attacks which target its Front or Side Armour Values, and a 5+ Invulnerable Save against all Melee Attacks.
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A model with an ion shield gains a 4+ Invulnerable Save against Shooting Attacks which target its Front Armour Value, and a 5+ Invulnerable Save against Shooting Attacks which target its Side Armour Value.
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A model with an ionic deflector gains a 5+ Invulnerable Save, and any model with an ionic deflector and a Wounds Characteristic gains the Eternal Warrior special rule. In addition, when a model with an ionic deflector loses its last Wound or Hull Point, but before it is removed as a casualty or replaced with a Wreck, all models both friendly and enemy within D6+3" suffer an automatic Hit atStr 8, AP -.
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A Triaros Armoured Conveyor has one Access Point on each side of the hull.
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Infantry (Character, Cybertheurgist, Unique)
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If chosen as the army’s Warlord, Archmagos Draykavac automatically has Cruel Taskmaster as his Warlord Trait and may not select any other.
Cruel Taskmaster – If any friendly unit with at least one model within 12" of a Warlord with this Trait fails a Morale check or Pinning test, the controlling player may choose to remove a single model from that unit as a casualty, without any Armour Saves or Damage Mitigation rolls being made, and instead have the unit automatically pass the Morale check or Pinning test without re-rolling any dice.
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Archmagos Draykavac may exchange all his attacks in an Assault phase for a single special Liquifractor attack. This attack Hits automatically and may be used against a single model in base contact with Draykavac at Initiative step 1. To resolve the attack, Draykavac’s player rolls 2D6. If the target has a Toughness Characteristic, they suffer a number of Wounds equal to Draykavac’s roll minus their Toughness Characteristic with an AP value of 2. If the target has an Armour Value, reduce the rolled value by half of the Armour Value struck; the result is the number of Penetrating Hits the Vehicle suffers. For example, if Archmagos Draykavac’s player rolls a result of 9 against a Karacnos Assault Tank with a Rear Armour Value of 12 (halved to 6), three Penetrating Hits are inflicted (9-6=3).
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Archmagos Draykavac has the Artificia Machina and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.
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Archmagos Draykavac may be chosen as an HQ choice in a Traitor Allegiance Mechanicum Detachment, and may also be taken as a Troops choice in an army using the Divisio Tactica: Questoris Household. As part of a Questoris Knights Detachment, Archmagos Draykavac allows Castellax Battle-automata Maniples and Vorax Battle-automata Maniples to be chosen as non-Compulsory Troops choices for any Detachment in which he is included
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Archmagos Draykavac increases the Ballistic Skill of any unit he joins by +1. In addition, while Archmagos Draykavac is present on the battlefield and not Embarked in a Building or on a unit with the Transport Unit Sub-type and not locked in combat, the controlling player may re-roll any Scatter rolls made (whether as part of a weapon attack or the deployment of a model or unit), as long as Archmagos Draykavac has line of sight to the unit targeted by the attack or the point chosen as the target of the deployment.
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If chosen as the army’s Warlord, Archmagos Draykavac automatically has Cruel Taskmaster as his Warlord Trait and may not select any other.
Cruel Taskmaster – If any friendly unit with at least one model within 12" of a Warlord with this Trait fails a Morale check or Pinning test, the controlling player may choose to remove a single model from that unit as a casualty, without any Armour Saves or Damage Mitigation rolls being made, and instead have the unit automatically pass the Morale check or Pinning test without re-rolling any dice.
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@@ -1093,66 +814,46 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
• Explorator Synaesthesis: Models in affected units gain the Move Through Cover special rule.
• Deconstructive Confluence: Models in affected units gain the Wrecker special rule.
• Extinction Interlock: Models in the affected units gain the Preferred Enemy (Infantry) special rule.
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So long as a unit contains at least five models with a Kyropatris field generator, all models in the unit may re-roll failed Armour Saves of 1. In addition, if the unit contains at least 10 models with Kyropatris field generators then all Shooting Attacks made against the unit suffer a modifier of -1 to the Strength of the attack (to a minimum of Strength 1).
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@@ -1160,33 +861,24 @@ Cruel Taskmaster – If any friendly unit with at least one model within 12"
Mag-inverter shields confer a 5+ Invulnerable Save. A model with a mag-inverter shield cannot claim bonus attacks for having more than one melee weapon, or make attacks during the Assault phase using a weapon with the Two-handed special rule.
Invulnerable Saves granted by a mag-inverter shield do not stack with other Invulnerable Saves, but can benefit from rules (such as cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose one to use.
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3
Destroyer 1, Apocalyptic Mega-blast, Barrage, Seismic Shock, Concussive (1)
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Destroyer 1, Apocalyptic Blast (10"), Sunder
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+
-
-
-
+
@@ -1707,10 +1291,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -1722,10 +1303,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -1754,57 +1332,34 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
-
-
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+
-
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+
-
-
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+
-
-
-
+
@@ -1830,26 +1385,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
30
-
-
-
+
-
-
-
+
-
-
-
+
@@ -1872,10 +1421,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -1883,11 +1429,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -1902,10 +1444,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -1913,11 +1452,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -1928,21 +1463,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -1951,10 +1479,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -1963,10 +1488,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -1995,41 +1517,22 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
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-
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-
+
-
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-
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-
+
@@ -2047,34 +1550,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -2092,13 +1585,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2107,13 +1596,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2121,13 +1606,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2135,13 +1616,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2149,13 +1626,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2165,20 +1638,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -2194,20 +1661,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -2222,19 +1683,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
9
-
-
-
-
+
-
-
-
+
@@ -2251,11 +1707,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -2273,9 +1725,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 4, Skyfire, Twin-linked
-
-
-
+
@@ -2284,20 +1734,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
-
-
-
-
-
+
@@ -2310,14 +1752,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
@@ -2326,9 +1763,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
@@ -2355,17 +1790,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -2374,17 +1803,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
-
-
+
@@ -2411,9 +1830,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
3+
-
-
-
+
@@ -2422,9 +1839,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
@@ -2434,13 +1849,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2456,9 +1867,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 2, Sunder, Rending (6+)
-
-
-
+
64"
@@ -2466,30 +1875,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 2, Ignores Cover, Rending (6+)
-
-
-
+
-
-
-
+
-
-
-
-
-
-
+
@@ -2502,15 +1902,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
@@ -2518,9 +1913,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
@@ -2530,16 +1923,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
-
+
@@ -2547,12 +1931,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
+
@@ -2579,9 +1958,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
3+
-
-
-
+
@@ -2590,9 +1967,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
@@ -2602,13 +1977,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2624,9 +1995,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Shred
-
-
-
+
@@ -2634,12 +2003,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
+
@@ -2653,29 +2017,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 2, Armourbane (Melta), Twin-linked
-
-
-
+
-
-
-
+
-
-
-
-
-
-
+
@@ -2688,15 +2043,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
@@ -2704,9 +2054,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
@@ -2716,16 +2064,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
-
+
@@ -2733,12 +2072,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
+
@@ -2759,34 +2093,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -2809,13 +2133,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2823,13 +2143,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2840,13 +2156,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2858,13 +2170,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2872,13 +2180,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -2886,34 +2190,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -2928,10 +2222,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
7
-
-
-
-
+
@@ -2940,26 +2231,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -2976,9 +2259,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Ordnance 1, Shred
-
-
-
+
@@ -2988,12 +2269,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
+
@@ -3002,18 +2278,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3021,21 +2293,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -3055,19 +2320,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
+
@@ -3076,25 +2335,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
-
-
-
-
-
-
-
-
-
-
+
@@ -3115,34 +2361,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -3165,13 +2401,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3179,13 +2411,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3193,13 +2421,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3207,13 +2431,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3225,20 +2445,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -3249,27 +2463,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -3284,10 +2490,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
7
-
-
-
-
+
@@ -3296,26 +2499,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -3332,9 +2527,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 18, Pinning, Shell Shock (1), Twin-linked
-
-
-
+
@@ -3342,20 +2535,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
-
+
@@ -3364,18 +2550,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3383,21 +2565,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -3418,16 +2593,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Deflagrate, Tempest
-
-
-
+
Instead of making a Melee Attack, a model with a weapon with this special rule may make a special attack at Initiative step 2. This automatically inflicts a single Hit against each model (friendly or enemy) in contact with the attacking model’s base, using the profile of the weapon with this special rule.
-
-
-
+
@@ -3435,13 +2606,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
+
@@ -3450,25 +2615,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
-
-
-
-
-
-
-
-
-
-
+
@@ -3489,34 +2641,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -3539,13 +2681,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3553,13 +2691,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3567,13 +2701,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3581,13 +2711,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3599,20 +2725,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -3623,27 +2743,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -3658,10 +2770,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
7
-
-
-
-
+
@@ -3670,26 +2779,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -3699,18 +2800,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3718,21 +2815,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -3753,9 +2843,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Reach (1), Exoshock (5+)
-
-
-
+
18"
@@ -3763,42 +2851,29 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 6, Concussive (2)
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
-
-
+
@@ -3807,24 +2882,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
-
-
-
-
-
-
-
-
-
+
@@ -3845,34 +2908,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -3895,13 +2948,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3909,13 +2958,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3923,13 +2968,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3937,13 +2978,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -3955,20 +2992,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -3979,27 +3010,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -4014,10 +3037,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
7
-
-
-
-
+
@@ -4026,26 +3046,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -4059,22 +3071,15 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -4086,30 +3091,21 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -4121,15 +3117,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
@@ -4139,16 +3130,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
@@ -4157,18 +3143,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4176,21 +3158,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -4199,15 +3174,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
+
@@ -4226,34 +3193,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -4277,13 +3234,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4291,13 +3244,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4305,13 +3254,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4319,13 +3264,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4335,13 +3276,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4350,34 +3287,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -4392,10 +3319,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
9
-
-
-
-
+
@@ -4404,34 +3328,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -4443,10 +3357,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -4455,10 +3366,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -4467,10 +3375,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -4479,9 +3384,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
@@ -4508,17 +3411,11 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -4527,16 +3424,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
-
+
@@ -4557,34 +3445,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -4610,13 +3488,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4624,13 +3498,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4638,13 +3508,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4652,13 +3518,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4670,20 +3532,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -4694,27 +3550,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -4729,17 +3577,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
8
-
-
-
-
+
When making Shooting Attacks against targets with the Super-heavy Vehicle, Knight or Titan Unit Types or the Monstrous Sub-type, a model with this special rule counts all of its ranged weapons as twin-linked.
-
-
-
+
@@ -4748,26 +3591,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -4786,16 +3621,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 1, Large Blast (5"), Haywire, Concussive (1), Graviton Singularity
-
-
-
+
Before firing a weapon with this special rule, roll a D6. On a 1, the firing unit suffers a single Wound against which no Saves or Damage Mitigation rolls may be made. A model with the Vehicle Unit Type instead suffers 1 Hull Point against which no Saves or Damage Mitigation rolls may be made. On a 2-5, the weapon fires normally. On a result of a 6, the attack is carried out with the Vortex special rule.
-
-
-
+
@@ -4804,21 +3635,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
-
-
+
@@ -4827,9 +3650,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
@@ -4856,13 +3677,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -4870,21 +3687,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -4905,9 +3715,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Ordnance 1
-
-
-
+
-
@@ -4915,9 +3723,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Melee, Cumbersome, Armourbane, Instant Death
-
-
-
+
@@ -4926,20 +3732,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
-
+
@@ -4948,27 +3747,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
-
-
-
-
-
-
-
-
-
-
-
-
+
@@ -4989,34 +3773,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -5039,13 +3813,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5053,13 +3823,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5067,13 +3833,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5081,13 +3843,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5099,20 +3857,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -5123,27 +3875,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -5158,10 +3902,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
7
-
-
-
-
+
@@ -5170,26 +3911,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -5205,27 +3938,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -5239,15 +3964,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
@@ -5256,10 +3976,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -5269,9 +3986,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
@@ -5279,21 +3994,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -5302,16 +4010,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
-
+
@@ -5332,34 +4031,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -5382,13 +4071,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5396,13 +4081,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5410,13 +4091,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5424,13 +4101,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5442,20 +4115,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -5466,27 +4133,19 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
Vehicle (Knight)
@@ -5501,10 +4160,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
7
-
-
-
-
+
@@ -5513,26 +4169,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -5550,9 +4198,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 5, Deflagrate
-
-
-
+
@@ -5560,12 +4206,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
+
@@ -5579,15 +4220,10 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
@@ -5596,10 +4232,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
@@ -5629,13 +4262,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5643,21 +4272,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -5666,16 +4288,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
-
+
@@ -5685,9 +4298,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Melee, Shred, Destructor, Instant Death, Armourbane (Melee)
-
-
-
+
@@ -5697,18 +4308,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
+
@@ -5721,16 +4326,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5743,23 +4344,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
Automata (Cybernetica)
@@ -5785,13 +4380,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5800,46 +4391,30 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -5853,21 +4428,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -5881,32 +4449,23 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
-
+
A Castellax with two power blade arrays gains an additional Attack.
-
-
-
+
@@ -5914,25 +4473,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
+
*A Castellax with two shock chargers gains an additional Attack. This additional Attack is not included in the characteristics profile above.
-
-
-
+
@@ -5940,23 +4491,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
+
-
-
-
-
+
@@ -5964,17 +4506,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -5986,16 +4524,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -6003,16 +4537,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
+
-
-
-
-
-
+
@@ -6021,25 +4548,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
-
-
-
+
@@ -6048,16 +4568,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
-
+
@@ -6066,17 +4577,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
+
@@ -6086,17 +4592,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
-
-
+
@@ -6106,9 +4604,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 2, Blind, Lance, Gets Hot
-
-
-
+
@@ -6118,11 +4614,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -6132,18 +4624,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 4, Rending (6+), Twin-linked, Sunder, Skyfire
-
-
-
+
-
-
-
+
@@ -6151,11 +4639,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -6165,9 +4649,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 6, Ardex-defensor
-
-
-
+
@@ -6175,11 +4657,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -6189,9 +4667,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 1, Ardex-defensor, Sunder, Twin-linked
-
-
-
+
@@ -6201,11 +4677,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -6218,16 +4690,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -6240,23 +4708,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
Automata (Cybernetica)
@@ -6271,19 +4733,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
3+
-
-
-
-
+
-
-
-
+
@@ -6300,9 +4757,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
6
Heavy 1, Blast (3"), Pinning
-
-
-
+
48"
@@ -6310,9 +4765,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
6
Heavy 1, Blast (3"), Ignores Cover
-
-
-
+
48"
@@ -6320,9 +4773,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Heavy 1
-
-
-
+
@@ -6332,12 +4783,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
+
@@ -6345,42 +4791,31 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
+
@@ -6389,16 +4824,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
-
-
-
-
-
+
@@ -6408,16 +4834,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
-
+
@@ -6427,9 +4846,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Armourbane (Melee), Concussive (2)
-
-
-
+
Template
@@ -6437,32 +4854,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
6
Heavy 1, Concussive (1), Graviton Pulse*, Grav Wave, Haywire
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
@@ -6470,11 +4879,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -6484,9 +4889,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
Heavy 3, Shred
-
-
-
+
18"
@@ -6494,28 +4897,20 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
5
Heavy 1, Rending (4+), Shred
-
-
-
+
-
-
-
+
-
-
-
-
-
+
@@ -6525,9 +4920,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 4, Pinning
-
-
-
+
@@ -6535,11 +4928,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
-
-
+
@@ -6549,17 +4938,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
5
Assault 3
-
-
-
+
-
-
-
-
+
@@ -6569,9 +4953,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
3
Destroyer 1, Apocalyptic Mega-blast, Barrage, Seismic Shock, Concussive (1)
-
-
-
+
@@ -6581,19 +4963,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
+
@@ -6603,9 +4979,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Ordnance 1, Large Blast (5"), Breaching (4+), Ignores Cover, Reactor Overload
-
-
-
+
@@ -6613,20 +4987,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
-
-
+
@@ -6636,44 +5004,32 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 3, Armourbane (Ranged), Shock Pulse
-
-
-
+
-
-
-
+
-
-
-
-
-
+
-
-
-
+
-
-
-
+
@@ -6690,16 +5046,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
@@ -6707,20 +5059,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
@@ -6729,9 +5075,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves) all models in the unit must be placed within unit coherency, but afterwards operate independently and are not treated as a single unit.
-
-
-
+
@@ -6748,23 +5092,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
Automata (Cybernetica, Heavy)
@@ -6779,19 +5117,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
2+
-
-
-
-
+
-
-
-
+
@@ -6799,52 +5132,37 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
-
-
+
-
-
-
+
@@ -6857,23 +5175,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
Automata (Cybernetica, Heavy)
@@ -6888,10 +5200,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
7
2+
-
-
-
-
+
@@ -6900,24 +5209,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
A single Thanatar Siege-automata Maniple unit consisting of a single model may be taken as a non-Compulsory HQ choice in a Detachment that includes a model with this special rule. This model must be replaced with a Thanatar-Calix and may not take the Paragon of Metal upgrade. While wholly within 6" of a Thanatar-Calix taken as an HQ choice in this way, friendly Myrmidon Secutor Hosts and Myrmidon Destructor Hosts gain the Line Unit Sub-type and add +1 to the Wounds score used to determine if they win a combat in the Assault phase.
-
-
-
-
+
-
-
-
+
@@ -6925,51 +5227,32 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
+
-
-
-
-
-
-
-
-
-
+
-
-
-
-
+
@@ -6982,44 +5265,24 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
-
-
-
+
-
-
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@@ -7029,9 +5292,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Melee, Sunder, Destructor
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@@ -7040,11 +5301,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7054,9 +5311,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Heavy 4, Pinning, Twin-linked
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@@ -7065,11 +5320,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7083,16 +5334,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7105,23 +5352,17 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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Automata (Cybernetica, Light)
@@ -7147,13 +5388,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7162,40 +5399,26 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7206,24 +5429,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7235,26 +5448,18 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7264,16 +5469,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7284,18 +5485,14 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7303,17 +5500,9 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7322,17 +5511,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7342,27 +5526,16 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7370,10 +5543,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7383,9 +5553,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Heavy 2, Sunder, Instant Death
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-
@@ -7393,9 +5561,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Melee, Unwieldy, Cumbersome, Armourbane (Melee), Instant Death
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@@ -7405,19 +5571,13 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7427,9 +5587,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
4
Ordnance 2, Large Blast (5")
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@@ -7439,11 +5597,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7453,9 +5607,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
1
Heavy 1, Large Blast (5"), Armourbane (Melta)
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@@ -7463,18 +5615,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7484,9 +5630,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
2
Melee, Sunder
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@@ -7494,11 +5638,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7508,9 +5648,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7518,10 +5656,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7529,10 +5664,7 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
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@@ -7543,18 +5675,12 @@ Invulnerable Saves granted by a mag-inverter shield do not stack with other Invu
A model with a Mechanicum Protectiva gains a 4+ Invulnerable Save.
Invulnerable Saves granted by a Mechanicum Protectiva do not stack with other Invulnerable Saves, but can benefit from rules (like cyber-familiar) that specifically increase existing Saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
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@@ -7575,18 +5701,12 @@ Invulnerable Saves granted by a Mechanicum Protectiva do not stack with other In
• Until the start of the controlling player’s next turn as the Active player, the unit may ignore the restriction against making Reactions imposed by the Automata Unit Type.
The Cybertheurgist’s controlling player may choose to make a Cybertheurgy check before using this power, if the Check is successful then two different options may be applied to the target unit instead of one. If the Check is failed then no options may be chosen and the Cybertheurgist suffers Cybertheurgic Feedback.
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@@ -7600,9 +5720,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
1
Assault 1, Data-djinn, Instant Death, Cybertheurgic Focus
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@@ -7612,21 +5730,12 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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@@ -7642,18 +5751,12 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may apply the effects of any version of the Battlesmith (X) special rule they have to a single model with the Vehicle, Dreadnought or Automata Unit Type that is within 12" of the Cybertheurgist. The effect is rolled for as normally required by the Battlesmith (X) special rule, but does not require the Cybertheurgist to be in base contact or Embarked upon the model. If successful, the controlling player may choose to make a Cybertheurgy check for the Cybertheurgist model, if successful then the effect of the Battlesmith (X) special rule is applied twice without further rolls (i.e., an additional Wound is restored, or an additional Weapon Destroyed result removed from the target, etc.). If the Cybertheurgy check is failed then the Cybertheurgist suffers Cybertheurgic Feedback.
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@@ -7667,9 +5770,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
1
Assault D6, Haywire, Data-djinn, Cybertheurgic Focus
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@@ -7678,21 +5779,12 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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@@ -7708,18 +5800,12 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single Building, Fortification or enemy unit with the Transport Unit Sub-type that has an enemy unit Embarked within and is within 12" of the Cybertheurgist and must then make a Cybertheurgy check. If the Check is successful then the enemy unit Embarked on the chosen target must immediately make an emergency Disembarkation and once Disembarked must make a Pinning test. If the Cybertheurgy check is failed then the Cybertheurgist suffers Cybertheurgic Feedback.
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@@ -7733,9 +5819,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
1
Melee, Data-djinn, Armourbane, Exoshock (3+), Unwieldy, Cumbersome, Cybertheurgic Focus
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@@ -7744,9 +5828,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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@@ -7754,21 +5836,12 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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@@ -7784,18 +5857,12 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single enemy unit with a model within 12" that is entirely composed of models with the Vehicle or Automata Unit Type. The Cybertheurgist’s controlling player may immediately make a Shooting Attack as if they controlled the chosen unit – this Shooting Attack may target any unit that is considered an enemy unit by the Cybertheurgist’s controlling player and is made as Snap Shots. The Cybertheurgist may choose to make a Cybertheurgy check before making this Shooting Attack, if successful the Shooting Attack is made using the Cybertheurgist’s BS and is not made as Snap Shots. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback and no Shooting Attack is made. An enemy unit used to make a Shooting Attack with this Rite may attack normally in its controlling player’s turn and gains the Hatred (Cybertheurgists) special rule for the rest of the battle.
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@@ -7809,9 +5876,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
-
Assault 6, Data-djinn, Blind, Vox Silence, Cybertheurgic Focus
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@@ -7822,21 +5887,12 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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@@ -7852,35 +5908,24 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Instead of making a Shooting Attack, a Cybertheurgist with this Cybertheurgic Rite may select a single friendly unit within 12" that is entirely composed of models with the Infantry Unit Type and is of the Mechanicum Faction. The chosen unit may immediately move a number of inches up to twice its unmodified Initiative Characteristic directly towards the nearest enemy unit. If the chosen unit has mixed Initiative Characteristics, use the highest unmodified Characteristic. The Cybertheurgist’s controlling player may choose to make a Cybertheurgy check for the Cybertheurgist. If the Check is successful, then the chosen unit gains the Hammer of Wrath (1) and Furious Charge (1) special rules until the end of the subsequent Assault phase. If the Check is failed, the chosen unit and the Cybertheurgist suffer Cybertheurgic Feedback.
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@@ -7894,9 +5939,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
3
Melee, Fleshbane, Rad-phage, Concussive (3), Cybertheurgic Focus
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@@ -7905,29 +5948,18 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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@@ -7937,9 +5969,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
5
Heavy 4, Shred, Disruption (4+)
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@@ -7948,11 +5978,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
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@@ -7962,36 +5988,26 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
3
Heavy 1, Blast (3"), Rending (4+), Shred, Exoshock (4+)
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@@ -8000,9 +6016,7 @@ The Cybertheurgist’s controlling player may choose to make a Cybertheurgy chec
Any model with an Incunabulan jet pack also gains the Bulky (2) and Deep Strike special rules, or if it already has the Bulky (2) special rule it gains the Bulky (3) special rule instead. Models with an Incunabulan jet pack may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their size due to the Bulky (X) special rule.
During any Reaction that allows a unit to Move, a unit composed entirely of models with Incunabulan jet packs increases the distance of that Move by 6 and allows it to ignore terrain in the same manner as other Incunabulan jet pack moves.
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@@ -8010,9 +6024,7 @@ During any Reaction that allows a unit to Move, a unit composed entirely of mode
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@@ -8020,12 +6032,7 @@ During any Reaction that allows a unit to Move, a unit composed entirely of mode
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@@ -8033,9 +6040,7 @@ During any Reaction that allows a unit to Move, a unit composed entirely of mode
A unit composed entirely of models with Utan jump boosters may set its Move Characteristic to a value of 12 for the duration of the controlling player’s turn. This allows the unit to move up to 12", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 12 (including the bonus to Charge distance, see the Horus Heresy: Age of Darkness rulebook, page 181). In addition, the unit ignores terrain while Moving and Charging. A unit that ends or begins its movement or a Charge in Dangerous Terrain will still need to take Dangerous Terrain tests as normal, even when employing Utan jump boosters, and treats all Difficult Terrain as Dangerous Terrain.
A unit composed entirely of models with Utan jump boosters may not Run. During Reactions made in any Phase, a unit composed entirely of models with Utan jump boosters may not activate them to gain any bonus to their Movement Characteristic. Any model with an Utan jump booster also gains the Deep Strike special rule. Additionally, models with an Utan jump booster may Embark on models with the Transport Unit Sub-type, contrary to the normal Transport rules, but still must take into account their Unit Type and their size due to the Bulky (X) special rule.
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Any melee Hits allocated to models locked in combat with one or more units that include a model with a rad furnace require one lower result To Wound than they would normally, to a minimum of 2+. This effect is not cumulative with itself if more than one model in a combat has a rad furnace. Models with rad furnaces are immune to the effects of rad grenades, the Rad-phage special rule and the rad furnaces of models they are locked in combat with. In addition, Hits from weapons with the Rad-phage special rule that are allocated to a model with a rad furnace only successfully wound on a To Wound roll of a 6+.
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4
Melee, Breaching (4+), Murderous Strike (6+), Reach (2)
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A model equipped with a prehensile dataspike may make an additional single attack per turn as well as any they would normally be eligible to make. These attacks are made using the weapon profiles shown below.
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5
Pistol 1, Fleshbane, Rad-phage
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Heavy 1, Fleshbane, Rad-phage, Torrent (12")
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6
Assault 2
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2
Assault 2, Blind, Lance, Gets Hot
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3
Heavy 2, Graviton Pulse*, Concussive (1), Haywire
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Heavy 1, Blast (3"), Blind
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More than 18"-42"
@@ -8272,9 +6218,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
4
Heavy 1, Blast (3"), Blind
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More than 42"-72"
@@ -8282,17 +6226,12 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
1
Heavy 1, Blast (3"), Blind
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4
Heavy 2, Blast (3"), Concussive (1), Graviton Pulse*, Haywire
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Heavy 5, Deflagrate
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2
Ordnance 4, Pinning
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The Lorica Thallax confers a 4+ Armour Save. In addition, a unit that includes any models with Lorica Thallax may not make Sweeping Advances.
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@@ -8402,9 +6317,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
5
Assault 2, Deflagrate
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2
Melee, Instant Death, Prisoned
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A weapon with this special rule may only target models with the Infantry Unit Type, and a model attacking with a weapon with this special rule makes only a single attack (regardless of any other factors).
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Melee, Rampage (D3), Disruption (5+)
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Assault 2
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In Disgrace All Are Equal
@@ -8588,36 +6458,24 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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The Flesh Is Weak
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@@ -8678,13 +6520,9 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8698,32 +6536,20 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8736,10 +6562,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8747,10 +6570,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8758,10 +6578,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8769,10 +6586,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8780,32 +6594,21 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8818,16 +6621,9 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8835,69 +6631,48 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8907,9 +6682,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
4
Ordnance1, Barrage, Large Blast (5"), Pinning, Ignores Cover
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@@ -8921,11 +6694,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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@@ -8935,28 +6704,20 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
1
Heavy 4, Armourbane (Melta), Twin-linked
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@@ -8966,9 +6727,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
4
Ordnance 1, Barrage, Large Blast (5"), Shred, Pinning, Twin-linked
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@@ -8976,9 +6735,7 @@ A unit composed entirely of models with Utan jump boosters may not Run. During R
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Assault 9, Pinning, Shred
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Ordnance 1, Blast (3"), Sunder, Rending (5+), Brutal (3)
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Heavy 1, Blast (3"), Breaching (5+), Fleshbane
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• All models in the chosen unit improve their Invulnerable Save by 1, to a maximum of 3+, until the beginning of the controlling player’s next turn, (e.g., a model with an Invulnerable Save of 5+ improves their save to 4+).
• All models in the unit add 1 to their WS and I characteristics until the end of the subsequent Assault phase.
The Cybertheurgist’s controlling player may choose to make a Cybertheurgy check before using this power. If the Check is successful then two different options chosen from the above list may be applied to the target unit instead of one. If the Check is failed then no options may be chosen – the Cybertheurgist suffers Cybertheurgic Feedback and the Cybertheurgist may not use another Cybertheurgic Rite during this Shooting phase.
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The Corpus Skitarii confers a 4+ Armour Save. In addition, a model with Corpus Skitarii may re-roll Feel No Pain Damage Mitigation rolls which are the result of attacks made by weapons with the Poisoned (X) or Rad-phage special rules
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A model with this upgrade increases its Weapon Skill Characteristic by +1, and gains the Character Unit Sub-type and the Dolorous special rule.
Dolorous: A model with this special rule may attempt to make Sweeping Advances (as an exception to the normal rules for models with the Knight Unit Sub-type).
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A model with this upgrade must reduce its Weapon Skill and Ballistic Skill Characteristics by -1 and its Movement Characteristics by -2.
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A model with this upgrade increases its Ballistic Skill Characteristic by +1 and gains the Character Unit Sub-type and Arbalester special rule.
Arbalester: When a model with this special rule is required to make a Scatter roll, roll an additional Scatter dice and the model’s controlling player chooses which is used to determine the results of the Scatter roll.
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Only a single unit in a Questoris Household Detachment may be upgraded to have the Seneschal rank, and an Acastus Knight Porphyrion or Acastus Knight Asterius may not be given this upgrade.
A model with this upgrade gains the Character Unit Sub-type and increases its Weapon Skill and Ballistic Skill Characteristics by +1. In addition, if the Questoris Household Detachment is the Primary Detachment of the army, then a model with this upgrade must be chosen as the army’s Warlord. If selected as the army’s Warlord, a model with this upgrade automatically gains the Master of the Household Warlord Trait:
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A model with this upgrade increases its Weapon Skill Characteristic by +1 and gains the Character Unit Sub-type and the Aucteller special rule.
Aucteller: When engaged in a Challenge against an enemy model with the Knight, Titan or Monstrous Unit Sub-type, the Primarch Unit Type or a model with a Wounds Characteristic of 8 or higher, a model with this special rule gains +1 Weapon Skill and +1 Attack. This bonus to Weapon Skill is in addition to the +1 Weapon Skill increase from the Aucteller upgrade detailed above.
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A model with this upgrade increases its Hull Points by +1, gains the Character Unit Sub-type and the Implacable special rule.
Implacable: No attack targeting a model with this special rule may inflict more than a single Hull Point of damage, including those attacks with the Exoshock (X) special rule
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A model with this upgrade increases its Ballistic Skill Characteristic by +1 and gains the Character Unit Sub-type and Preceptor special rule.
Preceptor: Any units of Armiger Warglaives or Armiger Helverins that have at least one model within 6" of a friendly model with this special rule increase the Leadership of all models in the unit to 9.
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A model with this upgrade increases its Movement Characteristic by +4 and gains the Character Unit Sub-type and the Scout and Outflank special rules. An Acastus Knight Porphyrion may not be given this upgrade.
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• Master Technomancer: Models with the Battlesmith (X) special rule in a Detachment that includes a model with this special rule may add the following effect to the list of options they may apply to units with the Vehicle, Dreadnought or Automata Unit Type targeted by the Battlesmith (X) rule:
- Until the end of the Shooting phase, the target unit may make Shooting Attacks using the Ballistic Skill of the model that successfully used the Battlesmith (X) rule.
- Until the end of the Shooting phase, the target gains the Power of the Machine Spirit special rule. This effect may only be applied to units with the Vehicle Unit Type.
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• Networked Sensorium Protocols: When making Shooting Attacks, models with the Automata Unit Type in a Detachment that includes a model with this special rule reduce the benefits of any Cover Save the target unit has by -2 (a 4+ becoming a 6+, a 5+ being ignored entirely, and so on) if the model making the Shooting Attack is within 12" of two or more friendly models with cortex controllers.
• Preservation Protocols: A model with this special rule gains the Patris Cybernetica special rule. In addition, when joined to a unit with the Automata Unit Type, any Wounds which would be allocated to the Character (even those caused by the Precision Strikes (X) or Sniper special rules) may instead be allocated to a model with the Automata Unit Type first.
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- The unit may immediately move a number of inches equal to twice the Initiative Characteristic of the majority of models in the unit. This movement is not Running, and therefore, if the unit did not Run in the Movement phase, it may still make Shooting Attacks and declare a Charge as normal for the remainder of the turn.
• The Sanguine Hook: A model with this special rule gains the Ephemera Lacyraemarta Cybertheurgic Arcana, but may not select any other Cybertheurgic Arcana from those available with the Cybertheurgist special rule.
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• Rector Aedificii: Models with the Battlesmith (X) special rule in a Detachment that includes a model with this special rule may repair Buildings in addition to units with the Vehicle, Dreadnought or Automata Unit Type. In addition, they add the following effects to the list of options they may apply to models targeted by the Battlesmith (X) rule:
- Until the start of the controlling player’s next turn, any Hits allocated to the chosen model, with the Breaching (X), Exoshock (X) or Rending (X) special rules only affect that model on a D6 roll of a 6 instead of their usual effect.
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- Court of Executioners: A unit with this special rule may include up to two additional Arcuitor Magisterium for 110 points each. When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be deployed within unit coherency, but afterwards operate independently and are not treated as a unit.
• Scindex-malagrus: A model with this special rule gains the Preferred Enemy (Characters), Precision Strikes (5+) and the Monster Hunter special rules. In addition, a model with this special rule increases their Weapon Skill Characteristic to 5 and Attacks Characteristic to 3.
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• The Myrmidon Host: Myrmidon Secutor Hosts in a Detachment that includes a model with this special rule may be taken as Troops choices and Myrmidon Destructor Hosts may be taken as Elites choices.
• Vessel of Destruction: A model with this special rule gains the Hatred (Everything) and Bulky (3) special rules. In addition, a model with this special rule increases their Wound Characteristic to 5.
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• Harbinger of Devastation: During the battle’s set-up, but before Objective markers have been placed or deployment has been determined, the player that controls a model with this special rule may nominate up to three areas of terrain, Buildings, or Fortifications. If the chosen item is an area of terrain that provides a Cover Save, then that Cover Save is removed and the area counts as both Difficult Terrain and Dangerous Terrain. If the item chosen is a Building or Fortification then all rolls on the Building Damage table made for that Building or Fortification gain a modifier of +1. If two or more players control models with this special rule, they roll off. They then take turns nominating terrain, starting with the winner of the roll-off, until each player has nominated three pieces of terrain, or chosen to pass. A piece of terrain can only be nominated once by this rule.
• Secrets of Annihilation: A model with this special rule gains the Artificia Reductor Cybertheurgic Arcana, but may not select any other Cybertheurgic Arcana from those available with the Cybertheurgist special rule.
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A Warlord with this Trait and any friendly unit with at least one model within 6" that is Pinned may still move and declare Charges, but is limited to only firing Snap Shots until it is no longer Pinned. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Movement phase as long as the Warlord has not been removed as a casualty
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If, at no point during this Warlord’s controlling player’s turn as the Active player, a Warlord with this Trait has neither made a Shooting Attack or been locked in combat then they gain an additional Reaction in each Phase of the following turn as the Reactive player. In addition, a Warlord with this Trait and any unit it has joined gains +1 WS and +1 BS when making attacks as part of any Reaction and +3 Initiative or +3 Movement when making a move as part of any Reaction.
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On the second turn of each combat a Warlord with this Trait is engaged in, and each turn it is locked in the same combat after that, it gains a bonus of +1 to its WS and +1 Strength (to a maximum of 10). Once a given combat has ended and the Warlord is no longer locked in combat, the Warlord’s WS and Strength Characteristics are reset to the original values. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Assault phase as long as the Warlord has not been removed as a casualty.
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Any friendly model with the Vehicle Unit Type and the Knight Unit Sub-type within 8" of a Warlord with this Warlord Trait may make Reactions as per the standard rules, ignoring the usual restriction for Knights and Titans. In addition, an army whose Warlord has this Trait may make an additional Reaction during their opponent’s Shooting phase as long as the Warlord has not been removed as a casualty.
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A model with this upgrade gains the Character Unit Sub-type and increases its Weapon Skill and Ballistic Skill Characteristics by +1. In addition, if the Questoris Household Detachment is the Primary Detachment of the army, then a model with this upgrade must be chosen is the army’s Warlord. If selected as the army’s Warlord, a model with this upgrade automatically gains the following Warlord Trait:
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A model with this Dark Blessing gains the Character Unit Sub-type and must reduce its Weapon Skill and Ballistic Skill Characteristics by -1. In addition, for each model with this Dark Blessing, all models in a single unit made up entirely of models with the Armiger Unit Type, selected as part of the same Detachment, gain the Rage (2) special rule for no additional points cost.
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At the end of each of the controlling player’s turns in which a model with this upgrade inflicts at least one unsaved Wound or Hull Point with a weapon with the Melee type, it gains the It Will Not Die (6+) special rule until the end of the battle. If the model already has the It Will Not Die (X) special rule, it increases the value of X by 1, up to a maximum of 4+.
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A model with this upgrade increases its Ballistic Skill Characteristic by +1 and gains the Character Unit Sub-type and Commanding Presence special rule.
Commanding Presence: Armiger Warglaives or Armiger Helverins units that have at least one model within 6" of one or more friendly models with this special rule at the start of a turn increase their Movement Characteristic by +2 until the end of that player turn.
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A model with this upgrade must reduce its Movement Characteristic by -2 and gains the Unrelenting special rule.
An Acastus Knight Porphyrion or Acastus Knight Asterius may not be given this Dark Blessing.
Unrelenting: Each time a model with this special rule suffers an Explodes result on the Vehicle Damage chart, it loses 1 extra Hull Point instead of D3, in addition to the Hull Point it loses for the Penetrating Hit
-
-
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+
-
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-
+
A model with this upgrade gains the Character and Psyker Unit Sub-types, and Infernal Rites Psychic Discipline. When making a Psychic check, a model with this upgrade always counts as having a Leadership Characteristic of 7 regardless of any modifiers or effects.
Psychic Discipline: Infernal Rites
A Psyker with this Discipline gains the listed Power, weapon and special rules but does not gain the Aetheric Lightning Psychic Weapon.
-
-
-
+
@@ -10870,16 +8118,12 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
2
Heavy 1, Blast (3"), Guided Fire, Psychic Focus
-
-
-
+
At the start of any of the controlling player’s turns, a model with this power may choose to make a Psychic check. If the Check is passed, the model with this power gains +1 to their Invulnerable Save, to a maximum of 3+, until the start of the controlling player’s next player turn. If the Check is failed, the model suffers Perils of the Warp and gains no benefit.
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+
@@ -10887,19 +8131,12 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
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A model with this upgrade increases its Weapon Skill Characteristic by +1, and gains the Character Unit Sub-type and the Marked for Death special rule.
-
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@@ -10907,41 +8144,27 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
-
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No enemy unit that has one or more models within 8" of a model with this Dark Blessing may have a Reaction declared for it in any Phase unless that unit’s controlling player first passes a Leadership test for the unit that they wish to declare a Reaction for. If the Test is passed then a Reaction may be declared and resolved as normal. If the Test is failed then that unit may not have any Reactions declared for it in the current player turn, but the controlling player does not lose a point of their Reaction Allotment.
-
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+
-
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A model with this upgrade increases its Weapon Skill Characteristic by +1 and gains the Character Unit Sub-type. In addition, it may exchange a single weapon with the Melee type to an Ionic Lash.
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@@ -10951,79 +8174,49 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
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A model with this special rule may increase its Movement Distance by 4" in any Movement phase, but if it does so it may not make any Shooting Attacks in the subsequent Shooting phase. Note this model may still Charge in the Assault phase. In addition, when declaring a Charge after making a Shooting Attack, a model with this special rule may Charge a unit that it did not target in that turn’s Shooting phase, provided that the target of the Charge meets all other criteria of a valid Charge target.
-
-
-
+
When a model with a weapon with this special rule performs a Ram Attack, it inflicts a number of additional hits equal to the value of X. These additional hits are resolved using the profile of the weapon with this special rule.
-
-
-
+
A model with this special rule must re-roll failed Dangerous Terrain tests.
-
-
-
+
A model with the Knight or Titan Unit Sub-types that has weapons with this special rule may make the Overwatch Reaction when it is triggered by models that do not have the Knight, Titan, Super-heavy, or Lumbering Unit Sub-types, or that have fewer than 8 Wounds. When making Shooting Attacks as part of the Overwatch Reaction, the Reacting model may only make Shooting Attacks with weapons with this special rule.
-
-
-
+
A model with this special rule ignores all Psychic Powers and Cybertheurgic Rites and Attacks made by Psychic and Cybertheurgic Weapons. In addition, a model with this special rule ignores the effects of the Haywire and Disruption (X) special rules. In all cases, weapons which benefit from these special rules must attempt to damage a model with this special rule normally using the attack’s Strength value. In addition, all friendly Mechanicum units with at least one model within 24" of a model with this special rule gain the Fearless special rule.
-
-
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+
A model with this special rule may not embark upon any model with the Transport Unit Sub-type, regardless of its Unit Type or any special rules the model with the Transport Sub-type may have.
-
-
-
+
Before making any To Hit rolls with this weapon, the Cybertheurgist must make a Cybertheurgy check. If the Check is passed then the Cybertheurgist may attack as normal using the profile shown for this weapon. If the Check is failed then the Cybertheurgist suffers Cybertheurgic Feedback, and if the model is not removed as a casualty then it may attack as normal but may not use this weapon.
-
-
-
+
When allocated to a model that does not have the Automata, Vehicle or Dreadnought Unit Types or is not a Building or Fortification, any Hits from a weapon with this special rule automatically fail to Wound without any dice being rolled and regardless of the weapon’s Strength or the target’s Toughness.
-
-
-
+
Any models with the Infantry or Cavalry Unit Types in a unit that suffers one or more Hits from a weapon with this special rule must reduce their Leadership by -2 until the start of their controlling player’s next turn. This modifier is not cumulative, and any given unit can only be affected by a single instance of the Vox Silence special rule at a time. Nor is it cumulative with other special rules that negatively modify Leadership. Always use the highest single modifier among those applicable. In addition, units affected by this special rule do not gain the benefits of nuncio vox, command vox or other similar Wargear items until the start of their controlling player’s next turn. Units that include one or more models with the Stubborn special rule ignore this effect.
-
-
-
+
An Independent Character with this special rule may join a unit composed of models with the Automata Unit Type or Monstrous Unit Sub-type. However they cannot join a unit which contains models of any other Unit Type if the model with this rule also has the Automata or Dreadnought Unit Type, or the Monstrous Unit Sub-type.
-
-
-
+
When making Shooting Attacks, djinn-sight reduces the benefits of any Cover Save the target unit has by -2 (a 4+ becoming a 6+, a 5+ being ignored entirely, and so on). Additionally, Infiltrators may not be set up within 24" of units with this special rule, regardless of line of sight.
-
-
-
+
• Units including models with the Guardian Unit Sub-type may Embark freely upon models with the Transport Unit Sub-type and within Buildings and Fortifications as if they had the Infantry Type, even if their Unit Type would normally restrict this.
• Units including models with the Guardian Unit Sub-type may be joined by friendly models with the Character Unit Sub-type or Independent Character special rule, and when they are joined in this manner may make Reactions, even if their Unit Type would normally restrict this.
@@ -11031,17 +8224,13 @@ A Psyker with this Discipline gains the listed Power, weapon and special rules b
• Unless they are joined by a friendly Character, all models with the Guardian Unit Sub-type suffer the following provisions:
- Reduce their Movement Characteristic by -2 and may not Run.
- Reduce their Initiative Characteristic to 1.
-
-
-
+
Once an attack with this special rule has been fully resolved, any Blast markers placed as part of that attack are not removed from play and instead are left in place for the remainder of the battle. Such a Blast marker is then referred to as the Vortex marker. The area under a Vortex marker is treated as Area Terrain for the remainder of the battle, and applies the following effects to all models that enter its boundaries:
No line of sight may be drawn through, into, or out of the area covered by the Vortex marker (as such, models within such an area of terrain cannot draw line of sight to any other model, nor can other models draw a line of sight to them).
Any models that enter the boundary of this area of terrain, or begin the Movement phase of the model’s Controlling player within its boundaries, immediately suffer one Str 10, AP 1 Hit and the Instant Death and Armourbane (Melee) special rules. If the model has the Vehicle Unit Type and suffers a Penetrating Hit due to this effect then it adds a modifier of +3 to that roll on the Vehicle Damage table instead of the +2 modifier it would normally add due to being AP1.
This area of terrain does not confer a Cover Save and no model within its boundary may use a Cover Save granted by any other rule or effect.
-
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A single Detachment may not include both an Archmagos Prime and an Archmagos Prime on Abeyant.
@@ -11050,14 +8239,10 @@ Treat Callab Decima Invictus as an Archmagos Prime.
Treat Achmagos Draykavac as an Archmagos Prime.
Treat Archmagos Draykavax on Abeyant as an Archmagos Prime on Abeyant.
Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.
-
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+
A unit with this special rule may not make any Reactions or Sweeping Advance moves.
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+
@@ -11067,9 +8252,7 @@ Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.2
Melee, Brutal (2), Sunder, Wrecker
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+
72"
@@ -11077,9 +8260,7 @@ Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.2
Ordnance 2, Large Blast (5")
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+
-
@@ -11087,9 +8268,7 @@ Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.2
Melee, Armourbane (Melee)
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+
30"
@@ -11097,18 +8276,9 @@ Treat Archmagos Anarcharis Scoria as an Archmagos Prime on Abeyant.3
Assault 1, Molecular Dissonance
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diff --git a/2022 - Mechanicum.cat b/2022 - Mechanicum.cat
index 2b1cec0b..87c80747 100644
--- a/2022 - Mechanicum.cat
+++ b/2022 - Mechanicum.cat
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Infantry (Cybertheurgist, Character)
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Calleb Decima Invictus and any friendly units that have at least one model within 6" of Caleb Decima Invictus have the Move Through Cover special rule.
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2
Melee, Unwieldy, Master-crafted
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5
Pistol 1, Master-crafted
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Each Tech-Priest Auxilia unit must choose one of the following Techno-arcana. Only one selection may be made per Tech-Priest Auxilia unit. The Techno-arcana applies to the entire unit, providing it with additional special rules and wargear at no additional cost unless noted:
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Tech-Priests and Magos Auxilia in the unit are each equipped with a servo-arm. While the unit contains any number of Servo-automata, Tech-Priests and Magos Auxilia in the unit improve their Battlesmith (X) special rule to Battlesmith (4+).
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Tech-Priests, Magos Auxilia and Servo-automata in the unit have the Feel No Pain (5+) special rule. Friendly Adsecularis Tech-thrall units with at least one model within 6" of one or more Tech-Priest or Magos Auxilia with this special rule add +1 to their Feel No Pain Damage Mitigation rolls or gain the Feel No Pain (6+) special rule if they do not already possess the Feel No Pain (X) special rule.
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@@ -3227,42 +2358,29 @@
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Tech-Priests and Magos Auxilia in the unit are each equipped with a servo-arm, and all models in the unit gain the Sunder and Wrecker special rules. Magos Auxilia may exchange their servo-arm for either a conversion beamer or graviton imploder for +25 points each.
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Tech-Priests and Magos Auxilia in the unit are each equipped with a prehensile data-spike. In addition, models in the unit gain the Scout special rule.
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A unit with this special rule may include up to two additional Arcuitor Magisterium for 110 points each. When deployed onto the battlefield (either at the start of the battle or when arriving from Reserves), all models with this special rule in a unit must be deployed within unit coherency, but afterwards operate independently and are not treated as a unit.
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- An Arlatax Battle-automata Maniple (see page 40)
- A Vorax Battle-automata Maniple (see page 42)
This unit may be upgraded freely as described in their profile, though they may not take the Paragon of Metal upgrade. If taken in this manner, the unit forms a single unit with the Arcuitor Magisterium, and the Arcuitor Magisterium gains the Patris Cybernetica special rule. The Arcuitor Magisterium may not voluntarily leave this unit during the course of the battle. This unit counts as being part of the same Elites choice as the Arcuitor Magisterium and does not take up a separate Force Organisation slot.
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@@ -3783,9 +2765,7 @@ This unit may be upgraded freely as described in their profile, though they may
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Melee, Sunder, Two-handed, Unwieldy
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@@ -3927,9 +2869,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3950,9 +2890,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -3980,14 +2914,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4074,9 +2983,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4094,13 +3001,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4120,9 +3021,7 @@ This unit may be upgraded freely as described in their profile, though they may
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Melee, Cumbersome, Unwieldy
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@@ -4131,12 +3030,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4150,9 +3044,7 @@ This unit may be upgraded freely as described in their profile, though they may
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Melee, Shred
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@@ -4160,21 +3052,12 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4272,10 +3133,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4326,10 +3171,7 @@ This unit may be upgraded freely as described in their profile, though they may
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Automata (Cybernetica)
@@ -4447,19 +3260,14 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4475,9 +3283,7 @@ This unit may be upgraded freely as described in their profile, though they may
* An Arlatax with two power blade arrays gains an additional Attack. This additional Attack is not included in the characteristics profile above.
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@@ -4489,18 +3295,14 @@ This unit may be upgraded freely as described in their profile, though they may
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Melee, Breaching (5+)
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@@ -4509,12 +3311,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -4524,9 +3321,7 @@ This unit may be upgraded freely as described in their profile, though they may
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Assault 2
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@@ -4562,25 +3348,14 @@ This unit may be upgraded freely as described in their profile, though they may
* An Arlatax with two power blade arrays gains an additional Attack. This additional Attack is not included in the characteristics profile above.
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*An Ursarax with two power fists gains an additional Attack.
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An Ursarax with two lightning claws gains two additional Attacks. These additional Attacks are not included in the characteristics profile above.
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Automata (Antigrav, Cybernetica)
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A model with this special rule and the Cybernetica Unit Sub-type may ignore the Programmed Behaviour provision described as part of that Sub-type during the Charge sub-phase.
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@@ -4941,18 +3624,12 @@ This unit may be upgraded freely as described in their profile, though they may
A unit composed entirely of models with Stratos thrusters may set its Move Characteristic to a value of 16" for the duration of the controlling player’s turn. This allows the unit to move up to 16", regardless of the Movement Characteristic shown on its profile and gain any other benefits of a Movement Characteristic of 16" (including the bonus to Charge distance). In addition, Stratos thrusters allow units to hover above the battlefield and thus ignore the effects of Difficult Terrain and Dangerous Terrain at all times.
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If a model with this special rule suffers an Explodes result on the Vehicle Damage table as a result of a Melee or Shooting Attack, the Explodes result causes nearby units to suffer a Str 8, AP 4 Hit for each model within D6+6" instead of the usual damage and area of effect.
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@@ -5387,10 +3955,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -5434,9 +3988,7 @@ This unit may be upgraded freely as described in their profile, though they may
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Vehicle (Fast)
@@ -5449,10 +4001,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -5460,9 +4009,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -5480,14 +4027,9 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -5501,11 +4043,7 @@ This unit may be upgraded freely as described in their profile, though they may
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@@ -5611,18 +4122,12 @@ This unit may be upgraded freely as described in their profile, though they may
For the duration of the first Game Turn, all Shooting Attacks made against a model with an Ordinatus dispersion shield that target the model’s Front or Side Armour values, or any indirect Shooting Attacks (such as those with the Barrage special rule) are reduced by -2 Strength, and any Explodes results on the Vehicle Damage table are ignored.
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@@ -5639,16 +4144,12 @@ This unit may be upgraded freely as described in their profile, though they may
2
Destroyer 1, Large Blast (5"), Sonic Wave, Pinning, Armourbane (Ranged), Murderous Strike (5+), Ignores Cover
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When making a Shooting Attack with this weapon, place the Large Blast (5") marker so that its edge touches the Front hull of the firing model. Instead of scattering this Blast marker, move the template in a direct line away from the firing model, travelling in any direction within the weapon’s 45° forward firing arc until its maximum range is reached or the template leaves the battlefield. All models the template passes over suffer a single automatic Hit. Flyers are also Hit if the template passes over their base. Should a model with the Knight, Titan, Super-heavy Vehicle, Building or Fortification Unit Type be Hit by this attack, increase the Strength of the attack to 10.
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The Ordinatus Aktaeus has two Access Points, one on either side of the hull (in any orientation).
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@@ -5743,25 +4218,19 @@ This unit may be upgraded freely as described in their profile, though they may
If the marker’s final position is within 1" of an enemy model, any battlefield edge or a piece of Impassable Terrain, then the controlling player’s opponent may move that model to any position within 18" that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain. If there is no suitable position within 18", then the model may be repositioned by the controlling player’s opponent anywhere on the battlefield that is more than 1" from any enemy model, battlefield edge or piece of Impassable Terrain.
Once the final position of the marker has been determined, the controlling player may place the model with this special rule on the battlefield so long as the centre of the marker is underneath part of the model’s hull, and the model remains more than 1" away from any enemy model. After the model has been placed, each Fortification within 6" of it immediately suffers D6 Str 10, AP 2 Hits, and nearby units suffer one S10, AP 2 Hit for each model within 6" of the model. Any unit that suffers one or more Hits from this effect must take an immediate Pinning test.
The area under the Apocalyptic Blast marker (10") is treated as Difficult Terrain and Dangerous Terrain for the remainder of the battle.
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@@ -5784,18 +4253,12 @@ The area under the Apocalyptic Blast marker (10") is treated as Difficult T
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@@ -5808,39 +4271,24 @@ The area under the Apocalyptic Blast marker (10") is treated as Difficult T
In addition, once per battle, at the end of the controlling player’s Movement phase, the Ordinatus Aktaeus may employ its seismic excavator macro-drill to cause a Seismic Shockwave. When this occurs, the Ordinatus Aktaeus cannot move for the rest of the battle and counts as a vehicle that has suffered an irreparable Immobilised result on the Vehicle Damage table (although no Hull Point loss is suffered). Units may not choose to Embark or Disembark from the Ordinatus Aktaeus in a turn in which the Seismic Shockwave ability is used, but may do so as normal in subsequent turns.
At the beginning of each of the controlling player’s Shooting phases for the rest of the battle after the Ordinatus Aktaeus has employed its seismic excavator macro-drill to cause a Seismic Shockwave, pick a point within 6" of the front of the hull of the Ordinatus Aktaeus (for the purposes of determining this point you should use the Front arc of the unit). All units, friendly or enemy (excluding the Ordinatus Aktaeus itself), within a number of inches equal to the current Game Turn number multiplied by 6 of this point suffer D6 Str 7, AP 4 Hits with the Pinning special rule. Models with the Vehicle Unit Type are hit on their weakest Armour Facing. Should a model with the Vehicle Unit Type suffer a Penetrating Hit from this attack, it immediately suffers from Crew Shaken in addition to any other effect.
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Anacharis Scoria has the Artificia Machina, Artificia Cybernetica, and Ephemera Incursus Cybertheurgic Arcana, and has all Rites and weapons that are part of those Arcana.
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Melee, Two-handed, Armourbane (Melee), Exoshock (4+), Murderous Strike (5+)
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Any friendly units made up entirely of models with the Automata Unit Type that have at least one model within 6" of this Warlord may make Reactions, ignoring the usual restriction in the Automata Unit Type. In addition, an army whose Warlord has this Trait may make an additional Reaction in the Movement phase as long as Anacharis Scoria has not been removed as a casualty.
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This Advanced Reaction may be made whenever an enemy unit declares a Charge targeting a friendly unit with the Automata Unit Type or Knight Unit Sub-type which is within 12" of another friendly unit that includes at least one model with the Greuso Protocol special rule and is not itself locked in combat. The unit with the Greuso Protocol special rule may make a Shooting Attack, targeting the unit that triggered this Reaction and following all the usual rules for Shooting Attacks. A unit that makes a Shooting Attack as part of a Greuso Protocol Reaction may not make any attacks indirectly (without line of sight) including weapons with the Barrage special rule or other weapons or special rules that otherwise ignore line of sight, and Vehicles may only fire Defensive Weapons. Template weapons used as part of a Greuso Protocol Reaction use the Wall of Death rule instead of firing normally. The unit targeted by the Greuso Protocol Reaction may not take Cover Saves against Wounds inflicted as part of that Reaction.
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A unit that includes one or more models with this special rule may make use of the Greuso Protocol Advanced Reaction.
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A Legion Termite Assault Drill has two Access Points, one on each side of the hull.
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Heavy 3, Skyfire
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Invulnerable Saves granted by a resulsion shield do not stack with other Invulerable Saves, but can benefit from rules (such as cyber-familier) that specifically incerase existing Saves. If a model has another Invulnerable Save then the controlling player must choose which one to use.
Additionally, each time Inar Satarael makes a successful Invulnable Save on a roll of a 6 against a Shooting Attack not made as part of a Reaction, the unit that made the Shooting Attack suffers a S6, Ap- wound.
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When Inar Satarael lose his last Wound, but before he is removed as a casualty, all models both friendly and enemy within D6", suffer an automatic Hit at Str 6, Ap -. In addition, in any battle in which Inar Satarael loses his last Wound, or is otherwise removed from play as a casualty, the controlling player must immediately roll a D6. On a result of a 4+, the opposing player scores no Victory points from destroying Inar Satarael in applicable mission objectives or secondary objectives.
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Assault 3, Twin-linked
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One on each side of the hull and one at the front
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One Access Point on each side of the hull.
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From a09b4c109c255cbbe2fc9990ea0fee179710765c Mon Sep 17 00:00:00 2001
From: Mayegelt <20280410+Mayegelt@users.noreply.github.com>
Date: Sun, 8 Sep 2024 14:16:32 +0100
Subject: [PATCH 06/10] NR data editor fix for Daemon library
---
Daemon Library.cat | 359 ++++++++++-----------------------------------
1 file changed, 79 insertions(+), 280 deletions(-)
diff --git a/Daemon Library.cat b/Daemon Library.cat
index 524a3d34..24390abe 100644
--- a/Daemon Library.cat
+++ b/Daemon Library.cat
@@ -11,9 +11,7 @@
An Ætheric Dominion represents one of the innumerable hosts of daemonkind, each of which is sworn to a greater entity that resides within the Warp. Those encompassed by the same dominion share similar features and behaviours, embodying a primordial force or idea given physical form. Most will share identifying features that link them with the inscrutable patron they serve, providing the smallest sense of unity across a daemonic host.
Any unit with the Ætheric Dominion (X) special rule will have a number of additional special rules and abilities specific to their Ætheric Dominion. A unit which includes models with this special rule may only have one variation of the Ætheric Dominion special rule, e.g., Ætheric Dominion (Encroaching Ruin), and no model with this special rule may join a unit which includes any models with a different variation of the Ætheric Dominion (X) special rule.
A unit which includes models with this special rule without a specific Ætheric Dominion listed in brackets must select one Ætheric Dominion from the list that follows during the army selection process (before the start of a battle) for no additional cost and is thereafter treated as having that variation of this special rule. All units within a Detachment must have the same Ætheric Dominion (X) special rule. A Lords of War choice taken from the Ruinstorm Daemon Army List may select any Ætheric Dominion (X) special rule, even if it is different from the one selected by the Primary Detachment.
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@@ -24,9 +22,7 @@ A unit which includes models with this special rule without a specific Ætheric
When a unit entirely composed of models with this special rule and the Daemon Unit Type fails a Morale check, it only suffers 1 automatic Wound with no Saves of any kind allowed instead of D3 Wounds as specified in the Daemon Unit Type. In addition, models with this special rule gain the Move Through Cover special rule.
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@@ -36,9 +32,7 @@ A unit which includes models with this special rule without a specific Ætheric
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A unit entirely composed of models with this special rule must declare a Charge if able when they begin the Assault phase within 8" of an enemy unit. If there is more than one eligible target, the controlling player chooses the target of any Charges made so long as that target is within 8". Note that this does not allow models with this special rule to Charge a different unit to one that they made a Shooting Attack against in the previous Shooting phase, even if they have made Shooting Attacks against a unit which is further than 8" away and there are eligible targets for a Charge within 8".
Additionally, a unit entirely composed of models with this special rule adds +1 to the score used to determine if they win a Combat in the Assault phase (this modifier is cumulative with other modifiers to Combat Resolution) and adds +1 to the value of any rolls made to determine the result of a Sweeping Advance.
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1 - Coruscating Ectoplasma: Concussive (1), Lance
2 - Lashing Pseudopods: Reach (1)
3 - Vorpal Talons: Shred, Sunder
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Models with this special rule gain the Heavy Unit Sub-type and may make a special Corrupted Resilience roll to avoid being Wounded (this is a Damage Mitigation roll which is made after unsaved Wounds are suffered). Corrupted Resilience rolls may not be taken against unsaved Wounds that have the Instant Death, Psychic Focus or Force special rule. To make a Corrupted Resilience roll, roll a D6 each time an unsaved Wound is suffered. On a result of 5+, the unsaved Wound is discounted – treat it as having been saved. On any other result the Wound is taken as normal.
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Any model with this special rule adds +1 to all To Hit rolls during the first round of any close combat where they are locked in combat with a unit containing at least one enemy model with either the Daemon Unit Type, Corrupted or Psyker Unit Sub-type, or the Independent Character special rule. If an enemy unit Charges this unit when it is already locked in combat then that does count as a new ‘first’ round of combat for the effects of this special rule.
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On a turn in which they make a successful Charge, unless that Charge is Disordered, models with this special rule make their attacks in an assault at one Initiative step higher than normal – after any Initiative modifiers from other special rules have been taken into account.
Additionally, units entirely composed of models with this special rule must re-roll all failed Initiative tests to determine if they suffer the effects of the Blind special rule as well as all failed Leadership tests to determine if they suffer the effects of the Concussive (X) special rule.
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Models with this special rule may re-roll all failed Armour Saves taken against any Wounds resolved at a Strength value lower than their Toughness Characteristic. This special rule has no effect on Cover Saves or Invulnerable Saves.
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Models with this special rule gain the Hammer of Wrath (1) special rule or, if they already have a version of the Hammer of Wrath (X) special rule, they increase the value in brackets by +1. All wounds inflicted by any variant of the Hammer of Wrath (X) special rule possessed by a unit with this special rule also gain the Deflagrate special rule.
Additionally, models with this special rule gain a Shooting Attack with the following profile: (Elemental Eruption)
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@@ -460,26 +347,17 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
5
Assault 2, Deflagrate, Retaliation
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Attacks may only be made using weapons with this special rule as part of a Reaction and automatically hit the target unit without needing to roll To Hit.
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@@ -738,15 +551,9 @@ Additionally, models with this special rule gain a Shooting Attack with the foll
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A model with this special rule gains an Invulnerable Save equal to the value listed in brackets. This Invulnerable Save cannot be taken against attacks made with weapons with the Force special rule.
-
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+
When a model with this special rule suffers an unsaved Wound with the Instant Death special rule, it is not immediately removed as a casualty, but instead loses D3 Wounds instead of one for each unsaved Wound with the Instant Death special rule inflicted on it.
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From 0887c587a49ef5658d13f6bf496e79caf933bd29 Mon Sep 17 00:00:00 2001
From: The4D6
Date: Wed, 11 Sep 2024 10:05:43 +0100
Subject: [PATCH 07/10] Hetaeron were missing a bunch of rules
---
2022 - LI - Custodes.cat | 14 +++++++++++++-
1 file changed, 13 insertions(+), 1 deletion(-)
diff --git a/2022 - LI - Custodes.cat b/2022 - LI - Custodes.cat
index 007e5403..5f46a673 100644
--- a/2022 - LI - Custodes.cat
+++ b/2022 - LI - Custodes.cat
@@ -1,5 +1,5 @@
-
+
@@ -901,6 +901,18 @@
+
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From d23c2d2e903657aef76c6b56a2ff8d9236910ae3 Mon Sep 17 00:00:00 2001
From: The4D6
Date: Wed, 11 Sep 2024 10:11:15 +0100
Subject: [PATCH 08/10] Fixed 3322: Hereticus can now take inductii
---
2022 - Legiones Astartes.cat | 13 +++++++++----
1 file changed, 9 insertions(+), 4 deletions(-)
diff --git a/2022 - Legiones Astartes.cat b/2022 - Legiones Astartes.cat
index 5bd6416e..f9391ef7 100644
--- a/2022 - Legiones Astartes.cat
+++ b/2022 - Legiones Astartes.cat
@@ -1,5 +1,5 @@
-
+
@@ -21058,9 +21058,14 @@ This is a Damage Mitigation roll – any model may make only a single Damage Mit
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From 80d4a374e774deeabf9b6f802ce00871034cb2da Mon Sep 17 00:00:00 2001
From: The4D6
Date: Wed, 11 Sep 2024 10:21:04 +0100
Subject: [PATCH 09/10] Update ci.yml to use latest version of Upload Artifact
---
.github/workflows/ci.yml | 2 +-
1 file changed, 1 insertion(+), 1 deletion(-)
diff --git a/.github/workflows/ci.yml b/.github/workflows/ci.yml
index 766bc8f1..0e7b83cd 100644
--- a/.github/workflows/ci.yml
+++ b/.github/workflows/ci.yml
@@ -16,7 +16,7 @@ jobs:
- uses: BSData/check-datafiles@v1
id: check
- - uses: actions/upload-artifact@v1
+ - uses: actions/upload-artifact@v4
with:
name: artifact
path: ${{ steps.check.outputs.staging-path }}
From e1fdc578c795b39d9a6207f23abac6bc76bd0cc2 Mon Sep 17 00:00:00 2001
From: The4D6
Date: Wed, 11 Sep 2024 10:23:13 +0100
Subject: [PATCH 10/10] Fixed Marr's sword name
---
2022 - LA - Sons of Horus.cat | 4 ++--
1 file changed, 2 insertions(+), 2 deletions(-)
diff --git a/2022 - LA - Sons of Horus.cat b/2022 - LA - Sons of Horus.cat
index 2e9cc663..8589e761 100644
--- a/2022 - LA - Sons of Horus.cat
+++ b/2022 - LA - Sons of Horus.cat
@@ -1,5 +1,5 @@
-
+
@@ -5314,7 +5314,7 @@
-
+
-
User