diff --git a/Codex - Chaos.cat b/Codex - Chaos.cat
index e926899..dbbab96 100644
--- a/Codex - Chaos.cat
+++ b/Codex - Chaos.cat
@@ -1,5 +1,5 @@
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Chaos Rewards note - You cannot give any 2 models the exact same combo of rewards. However, attempting to bulid that into this would cause unending pain. Just be mindful when gifting your little warriors
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@@ -76,12 +76,12 @@
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@@ -101,7 +101,7 @@
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@@ -174,8 +174,8 @@
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@@ -196,8 +196,8 @@ Tzeentch: Each force card used by either side in the psychic phase scores 1 poin
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@@ -214,8 +214,8 @@ Daemons that are not Greater Daemons must still enter play in units of 3 or more
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@@ -230,8 +230,8 @@ The model that has been possessed is killed by this transformation and treated a
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@@ -246,8 +246,8 @@ On a 1, the model is posssessed by a daemon, remove it from play and replace wit
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@@ -259,12 +259,11 @@ On a 1, the model is posssessed by a daemon, remove it from play and replace wit
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-Daemon Gifts are randomly assigned using the numbers provided next to each Gift.
+ Daemon Gifts are randomly assigned using the numbers provided next to each Gift.
1 - Cannot be Possessed
Any Daemonic Attack Warp Cards played on this model have no effect. If this power is rolled for a model
lacking psychic powers, roll again.
@@ -289,13 +288,13 @@ The model can make an attack exactly as if he were throwing a Photon Flash grena
The model is protected by a Daemonic Aura (4+ unmodified save).
- If a Chaos Space Marine doesn't move at all and not in close combat, they can use Rapid Fire. Each Chaos Space Marine may fire their storm bolter, boltgun, or bolt pistol twice instead of once as normal. Other members in the squad using different weapons may still fire normally.
+ If a Chaos Space Marine doesn't move at all and not in close combat, they can use Rapid Fire. Each Chaos Space Marine may fire their storm bolter, boltgun, or bolt pistol twice instead of once as normal. Other members in the squad using different weapons may still fire normally.
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@@ -308,19 +307,19 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -330,12 +329,12 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -345,12 +344,12 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -360,24 +359,24 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -385,19 +384,19 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -407,41 +406,41 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -450,14 +449,14 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -466,14 +465,14 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -482,7 +481,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -492,17 +491,17 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -512,17 +511,17 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -531,19 +530,19 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -580,16 +579,16 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -657,13 +656,13 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -671,7 +670,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -680,8 +679,8 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -696,23 +695,23 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -721,8 +720,8 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -764,7 +763,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -791,16 +790,16 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -808,7 +807,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -962,8 +961,8 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -977,23 +976,23 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1005,18 +1004,18 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1028,7 +1027,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1089,7 +1088,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1098,7 +1097,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1112,7 +1111,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1131,7 +1130,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1140,7 +1139,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1200,13 +1199,13 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1286,7 +1285,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1306,7 +1305,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1326,7 +1325,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1345,7 +1344,7 @@ The model is protected by a Daemonic Aura (4+ unmodified save).
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@@ -1381,7 +1380,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -1402,38 +1401,38 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -1450,7 +1449,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -1463,7 +1462,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -1476,14 +1475,14 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -1648,13 +1647,13 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -1758,7 +1757,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -1784,14 +1783,14 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -1954,82 +1949,82 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2038,7 +2033,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2056,7 +2051,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2065,14 +2060,14 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2080,14 +2075,14 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2698,8 +2693,8 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2709,19 +2704,19 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2733,20 +2728,20 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2821,17 +2802,17 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2844,7 +2825,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2857,7 +2838,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2870,7 +2851,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -2883,24 +2864,24 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3016,20 +2997,20 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3042,7 +3023,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3095,19 +3076,19 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3119,8 +3100,8 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3170,7 +3151,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3223,7 +3204,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3231,14 +3212,14 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3247,8 +3228,8 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
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@@ -3338,8 +3319,8 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
@@ -3347,50 +3328,50 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
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+
-
-
+
+
-
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-
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-
+
@@ -3403,19 +3384,19 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
-
+
+
-
+
@@ -3425,41 +3406,41 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
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-
+
@@ -3468,14 +3449,14 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
+
@@ -3484,14 +3465,14 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
-
+
+
@@ -3500,7 +3481,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
@@ -3509,14 +3490,14 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
@@ -3524,25 +3505,25 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
+
-
+
-
+
-
+
@@ -3552,7 +3533,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
@@ -3561,17 +3542,17 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
+
-
-
+
+
@@ -3580,7 +3561,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
@@ -3591,17 +3572,17 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
+
@@ -3610,20 +3591,20 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
-
+
+
-
+
@@ -3634,17 +3615,17 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
+
@@ -3653,70 +3634,70 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
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+
@@ -3726,7 +3707,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
@@ -3735,8 +3716,8 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
@@ -3753,24 +3734,24 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
+
-
+
@@ -3780,31 +3761,31 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
-
+
+
-
+
-
-
+
+
@@ -3815,13 +3796,13 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
-
+
+
@@ -3846,7 +3827,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
8
D3
-5
- 8+D3+D20+D6
+ 8+D3+D20+D6
Parry
@@ -3861,44 +3842,44 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
+
-
-
+
+
-
+
-
-
+
+
-
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-
+
@@ -3909,20 +3890,20 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
+
-
+
-
+
@@ -3932,8 +3913,8 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
@@ -3943,19 +3924,19 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
+
-
+
@@ -3967,20 +3948,20 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
+
-
+
-
+
@@ -3991,13 +3972,13 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
+
@@ -4005,7 +3986,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
@@ -4014,108 +3995,108 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
+
-
+
-
+
-
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+
@@ -4160,13 +4141,13 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
-
+
+
@@ -4186,44 +4167,44 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
-
+
+
-
-
+
+
-
-
+
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-
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-
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-
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+
@@ -4233,20 +4214,20 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
-
+
+
-
+
@@ -4272,7 +4253,7 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
Roll for all of Fabius' Characteristics before the game begins
@@ -4281,13 +4262,13 @@ The launcher cannot be hit separetely but any hit which penetrates the body will
-
+
-
-
+
+
@@ -4332,31 +4313,31 @@ Xyclos C: The target model combusts as if set on fire by a 4-6 on the Flamer Hit
-
-
+
+
-
-
+
+
-
-
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+
-
+
-
-
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+
@@ -4366,15 +4347,15 @@ Xyclos C: The target model combusts as if set on fire by a 4-6 on the Flamer Hit
-
+
-
-
+
+
@@ -4382,13 +4363,13 @@ Xyclos C: The target model combusts as if set on fire by a 4-6 on the Flamer Hit
-
-
+
+
-
+
@@ -4397,7 +4378,7 @@ Xyclos C: The target model combusts as if set on fire by a 4-6 on the Flamer Hit
-
+
@@ -4406,18 +4387,18 @@ Xyclos C: The target model combusts as if set on fire by a 4-6 on the Flamer Hit
-
-
-
-
+
+
+
+
-
-
+
+
@@ -4425,7 +4406,7 @@ Xyclos C: The target model combusts as if set on fire by a 4-6 on the Flamer Hit
-
+
@@ -4453,7 +4434,7 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
- If Ahriman is part of a Chaos force then you may discard any of the strategy cards dealt to you and draw replacements from the remaining cards in the strategy deck. May not do again for the replacement card.
+ If Ahriman is part of a Chaos force then you may discard any of the strategy cards dealt to you and draw replacements from the remaining cards in the strategy deck. May not do again for the replacement card.
@@ -4466,30 +4447,29 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
+
-
-
+
+
- The bolts can be used whenever the model fires in the shooting phase instead of ordinary bolt ammunition (though the bolts may not be used in conjunction with rapid fire). The bolts hit with the same effects as the psychic power Tzeentch's Fire Storm. The Strength value of the fire storm is equal to the mastery level of the Sorcerer using the bolts instead of its normal Strength of 5. Targets with saving throws against psychic attacks may take them as normal against Inferno bolts. Otherwise, armour and energy fields have no effect.
-
+ The bolts can be used whenever the model fires in the shooting phase instead of ordinary bolt ammunition (though the bolts may not be used in conjunction with rapid fire). The bolts hit with the same effects as the psychic power Tzeentch's Fire Storm. The Strength value of the fire storm is equal to the mastery level of the Sorcerer using the bolts instead of its normal Strength of 5. Targets with saving throws against psychic attacks may take them as normal against Inferno bolts. Otherwise, armour and energy fields have no effect.
-
+
-
-
+
+
@@ -4499,15 +4479,15 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
+
-
-
+
+
@@ -4517,8 +4497,8 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
-
+
+
@@ -4526,30 +4506,30 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
-
+
+
-
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-
+
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+
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-
+
@@ -4561,20 +4541,20 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
+
-
-
+
+
-
+
@@ -4582,7 +4562,7 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
+
@@ -4597,25 +4577,25 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
+
-
-
+
+
-
+
-
+
@@ -4625,18 +4605,18 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
+
You must manually add the Percentage of the points for this using the options under Daemonic Possession
-
+
- May only be chosen for fully enclosed vehicles and dreadnoughts. Can no longer transport troops. Increase the BS for a vehicle to 5, and if a Dreadnought the WS to 5 as well. Any damage that results that indicate the crew are killed have absolutely no effect. The vehicle causes Terror. If your army loses all it's champions bearing a Mark of Chaos, then the vehicle is disabled.
+ May only be chosen for fully enclosed vehicles and dreadnoughts. Can no longer transport troops. Increase the BS for a vehicle to 5, and if a Dreadnought the WS to 5 as well. Any damage that results that indicate the crew are killed have absolutely no effect. The vehicle causes Terror. If your army loses all it's champions bearing a Mark of Chaos, then the vehicle is disabled.
@@ -4644,7 +4624,7 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
+
@@ -4652,7 +4632,7 @@ In close combat, the Black Staff adds +4 to Ahrimans Strength
-
+
@@ -4694,13 +4674,13 @@ May move in all directions without turning. May turn like a regular Walker if it
-
+
-
-
+
+
@@ -4718,13 +4698,13 @@ May move in all directions without turning. May turn like a regular Walker if it
-
+
-
-
+
+
@@ -4742,14 +4722,14 @@ May move in all directions without turning. May turn like a regular Walker if it
-
+
-
+
@@ -4772,7 +4752,7 @@ May move in all directions without turning. May turn like a regular Walker if it
-
+
@@ -4792,34 +4772,34 @@ May move in all directions without turning. May turn like a regular Walker if it
-
+
-
+
-
+
-
+
-
+
-
+
@@ -4829,7 +4809,7 @@ May move in all directions without turning. May turn like a regular Walker if it
-
+
@@ -4838,15 +4818,15 @@ May move in all directions without turning. May turn like a regular Walker if it
-
-
+
+
-
+
@@ -4868,8 +4848,7 @@ Throne of Nurgle
23
18
26
-Special
-
+Special
17
19
18
@@ -4894,7 +4873,7 @@ D6 Effect
5 Troops count as being frenzied.
6 Troops gain a +1 modifier to their Toughness.
-If the War Altar is destroyed or the Priest is killed each individual Nurgle Daemon within 6" must pass a Ld test or be immediately banished back to the warp. For the remainder of the turn and the following turn, those Nurgle Daemons which survived this test only receive a 5+ Daemonic aura save. After this the save returns to normal. Nurgle troops within 6" must pass a break test (on their normal Ld) or will be broken.
+If the War Altar is destroyed or the Priest is killed each individual Nurgle Daemon within 6" must pass a Ld test or be immediately banished back to the warp. For the remainder of the turn and the following turn, those Nurgle Daemons which survived this test only receive a 5+ Daemonic aura save. After this the save returns to normal. Nurgle troops within 6" must pass a break test (on their normal Ld) or will be broken.
In hand to hand combat with the tank, attackers must roll under their Initiative characteristic to avoid the poisoned blades. If they pass the test they can attack the priest or the tank. If they fail the Initiative test they suffer an automatic strength 4 hit from the poisoned blades with an armour save at -1. They are pushed away from the tank and cannot attack this turn.
@@ -4908,7 +4887,7 @@ If the War Altar is destroyed or the Priest is killed each individual Nurgle Dae
6 Disease rampant. Lose D3 Wounds. Roll again next turn if still alive.
- When you attack the War Altar in hand to hand combat you may choose to hit either the Leman Russ or High Priest Rancidguts. Attacks are worked out as normal except that Rancidguts may add an extra +1 to his combat score due to sitting on the Throne of Nurgle which is a lot higher than where the attackers will be.
+ When you attack the War Altar in hand to hand combat you may choose to hit either the Leman Russ or High Priest Rancidguts. Attacks are worked out as normal except that Rancidguts may add an extra +1 to his combat score due to sitting on the Throne of Nurgle which is a lot higher than where the attackers will be.
@@ -4918,13 +4897,13 @@ If the War Altar is destroyed or the Priest is killed each individual Nurgle Dae
-
+
-
-
+
+
@@ -4944,19 +4923,19 @@ If the War Altar is destroyed or the Priest is killed each individual Nurgle Dae
-
-
+
+
-
+
-
-
+
+
@@ -4976,19 +4955,19 @@ If the War Altar is destroyed or the Priest is killed each individual Nurgle Dae
-
-
+
+
-
+
-
-
+
+
@@ -5009,25 +4988,25 @@ If the War Altar is destroyed or the Priest is killed each individual Nurgle Dae
Use the heavy flamer template. This can be placed anywhere within the normal 180 degree fire arc with the narrow end touching the cannon. Anybody under the template is automatically hit and anyone partially under is hit on a 4+.
-Those affected suffer a Strength 3 hit with no armour save allowed.
+Those affected suffer a Strength 3 hit with no armour save allowed.
-
-
+
+
-
+
-
-
+
+
@@ -5047,20 +5026,20 @@ Those affected suffer a Strength 3 hit with no armour save allowed.
- The High Priest can draw D3 extra warp cards after the cards for the psychic phase have been dealt.
+ The High Priest can draw D3 extra warp cards after the cards for the psychic phase have been dealt.
-
-
+
+
-
-
+
+
@@ -5070,49 +5049,49 @@ Those affected suffer a Strength 3 hit with no armour save allowed.
-
+
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+
@@ -5120,45 +5099,45 @@ Those affected suffer a Strength 3 hit with no armour save allowed.
-
+
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+
-
-
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+
-
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-
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-
+
@@ -5167,14 +5146,14 @@ Those affected suffer a Strength 3 hit with no armour save allowed.
-
+
-
+
@@ -5204,9 +5183,7 @@ lf shaken Space Marines are fighting in hand-to-hand combat then they may not
Once it has become shaken a Space Marine squad may recover by taking and passing a Rally test at the end of its turn. The usual conditions apply: ie, the squad may not attempt to rally if it is not behind cover or if the closest friendly models are broken.
-If a Space Marine squad is shaken and fails a further Break test then it is broken and forced to flee exactly like any other troops. The advantage of the Space Marines is that they can effectively fail two Break tests before they are broken, representing their steadfastness and courage in the face of death. Once broken, a Space Marine squad may rally like any other unit, and if successful is restored to normal fighting condition in the same way.
-
-
+If a Space Marine squad is shaken and fails a further Break test then it is broken and forced to flee exactly like any other troops. The advantage of the Space Marines is that they can effectively fail two Break tests before they are broken, representing their steadfastness and courage in the face of death. Once broken, a Space Marine squad may rally like any other unit, and if successful is restored to normal fighting condition in the same way.
Must roll 1 D6 for each squad that is within 12" of Cypher at the start of each turn. On a 1, the squad may not do anything that turn. Does not effect characters, vehicles, support weapons, or any squads of Fallen Angels.
@@ -5216,7 +5193,7 @@ Daemons are automatically assumed to have rolled a 1 or 2 for any Daemon Animost
4+ unmodified save on 3D6 against any attack or cause of damage that would reduce Cypher to 0 wounds. If he passes the saving throw he is removed from the battlefield but does not award any victory points to the opposing player
- May fire both pistols in the shooting phase. If standing still, can rapid fire the bolt pistol as well.
+ May fire both pistols in the shooting phase. If standing still, can rapid fire the bolt pistol as well.
If a battle involves Dark Angels and Cypher, the side with Cypher gains +5 VP at the end of the game if he is still on the battlefield (but not if he is removed via Divine Protection), and +1 VP for each Fallen Angel that is still alive.
@@ -5229,13 +5206,13 @@ Members of the Deathwing must charge him if he is within charge range, or move s
-
+
-
-
+
+
@@ -5261,49 +5238,49 @@ Members of the Deathwing must charge him if he is within charge range, or move s
-
+
-
-
+
+
-
-
+
+
-
-
+
+
-
+
-
+
-
+
-
+
@@ -5315,9 +5292,7 @@ lf shaken Space Marines are fighting in hand-to-hand combat then they may not
Once it has become shaken a Space Marine squad may recover by taking and passing a Rally test at the end of its turn. The usual conditions apply: ie, the squad may not attempt to rally if it is not behind cover or if the closest friendly models are broken.
-If a Space Marine squad is shaken and fails a further Break test then it is broken and forced to flee exactly like any other troops. The advantage of the Space Marines is that they can effectively fail two Break tests before they are broken, representing their steadfastness and courage in the face of death. Once broken, a Space Marine squad may rally like any other unit, and if successful is restored to normal fighting condition in the same way.
-
-
+If a Space Marine squad is shaken and fails a further Break test then it is broken and forced to flee exactly like any other troops. The advantage of the Space Marines is that they can effectively fail two Break tests before they are broken, representing their steadfastness and courage in the face of death. Once broken, a Space Marine squad may rally like any other unit, and if successful is restored to normal fighting condition in the same way.
@@ -5331,13 +5306,13 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
@@ -5356,7 +5331,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5366,41 +5341,41 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
@@ -5409,19 +5384,19 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
@@ -5433,8 +5408,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -5443,12 +5418,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -5461,12 +5436,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -5474,19 +5449,19 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
-
+
-
-
+
+
@@ -5496,52 +5471,52 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
-
-
+
+
-
+
-
+
-
+
-
+
@@ -5551,15 +5526,15 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
@@ -5582,8 +5557,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -5591,7 +5566,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5614,8 +5589,8 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
@@ -5623,7 +5598,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5632,40 +5607,40 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
-
+
+
-
+
-
+
-
+
-
+
-
+
-
+
@@ -5684,12 +5659,12 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
@@ -5699,7 +5674,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5708,29 +5683,29 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
-
+
+
-
+
@@ -5754,42 +5729,42 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
-
+
-
+
-
+
-
+
-
+
@@ -5810,13 +5785,13 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
@@ -5827,22 +5802,22 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
@@ -5851,18 +5826,18 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
-
+
+
@@ -5871,7 +5846,7 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
@@ -5880,36 +5855,36 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
-
+
-
+
-
+
-
+
-
+
-
-
+
+
@@ -5920,47 +5895,47 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
-
+
@@ -5979,90 +5954,90 @@ If a Space Marine squad is shaken and fails a further Break test then it is br
-
+
-
-
+
+
-
+
-
+
-
+
-
+
-
+
-
-
+
+
-
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+
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+
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+
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+
-
+
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-
+
+
-
+
-
-
+
+
@@ -6097,13 +6072,13 @@ In close combat can be used as an additional hand weapon, using Doombreeds Stren
- Can retake any failed armour save.
+ Can retake any failed armour save.
-
+
@@ -6117,9 +6092,9 @@ In close combat can be used as an additional hand weapon, using Doombreeds Stren
-
-
-
+
+
+
@@ -6129,12 +6104,12 @@ In close combat can be used as an additional hand weapon, using Doombreeds Stren
-
+
-
+
@@ -6180,7 +6155,7 @@ In close combat can be used as an additional hand weapon, using Doombreeds Stren
-
+
@@ -6192,9 +6167,9 @@ In close combat can be used as an additional hand weapon, using Doombreeds Stren
-
-
-
+
+
+
@@ -6204,15 +6179,15 @@ In close combat can be used as an additional hand weapon, using Doombreeds Stren
-
+
-
-
+
+
@@ -6220,7 +6195,7 @@ In close combat can be used as an additional hand weapon, using Doombreeds Stren
-
+
@@ -6263,7 +6238,7 @@ Enemy models may not attack Foulspawn in close combat.
-
+
@@ -6273,9 +6248,9 @@ Enemy models may not attack Foulspawn in close combat.
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M'Kachan is allowed to use a nullify each psychic phase just as if he had been dealt a nullify card. This nullify always works on a roll of a 3+, no matter what the psychic levels of models involved.
- Using this ability, don't deploy M'Kachan at the start of the game. Instead choose a single model in the army to be M'Kachan in disguise. This may even be an allied model if desired. Once that model suffers a wound, or M'Kachan chooses to reveal himself, remove the model and replace it with M'Kachan. Any damage suffered by M'Kachan while he was disguised still applies.
+ Using this ability, don't deploy M'Kachan at the start of the game. Instead choose a single model in the army to be M'Kachan in disguise. This may even be an allied model if desired. Once that model suffers a wound, or M'Kachan chooses to reveal himself, remove the model and replace it with M'Kachan. Any damage suffered by M'Kachan while he was disguised still applies.
Force cards are always dealt to M'Kachan's side first, even in the psychic phase of an opponent's turn. In addition, his side always get to use the first psychic power
@@ -6339,7 +6314,7 @@ Enemy models may not attack Foulspawn in close combat.
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@@ -6562,7 +6537,7 @@ Enemy models may not attack Foulspawn in close combat.
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@@ -6715,8 +6690,8 @@ Enemy models may not attack Foulspawn in close combat.
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@@ -6724,7 +6699,7 @@ Enemy models may not attack Foulspawn in close combat.
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@@ -7642,7 +7617,7 @@ Enemy models may not attack Foulspawn in close combat.
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Against vehicles or other walkers, may make a special Tear attack. For every 2 hits scored, you may make 1 Tear attack. If you hit 3 times you could make 1 tear attack and 1 normal etc.
-The Tear attack nominates a single location on the target. Roll penetration as normal. If succesfful, when rolling for damage add +2.
+The Tear attack nominates a single location on the target. Roll penetration as normal. If succesfful, when rolling for damage add +2.
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@@ -8127,23 +8110,23 @@ The Tear attack nominates a single location on the target. Roll penetration as n
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- The bolts can be used whenever the model fires in the shooting phase instead of ordinary bolt ammunition (though the bolts may not be used in conjunction with rapid fire). The bolts hit with the same effects as the psychic power Tzeentch's Fire Storm. The Strength value of the fire storm is equal to the mastery level of the Sorcerer using the bolts instead of its normal Strength of 5. Targets with saving throws against psychic attacks may take them as normal against Inferno bolts. Otherwise, armour and energy fields have no effect.
-
+ The bolts can be used whenever the model fires in the shooting phase instead of ordinary bolt ammunition (though the bolts may not be used in conjunction with rapid fire). The bolts hit with the same effects as the psychic power Tzeentch's Fire Storm. The Strength value of the fire storm is equal to the mastery level of the Sorcerer using the bolts instead of its normal Strength of 5. Targets with saving throws against psychic attacks may take them as normal against Inferno bolts. Otherwise, armour and energy fields have no effect.
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@@ -8706,19 +8688,19 @@ The Tear attack nominates a single location on the target. Roll penetration as n
You must manually add the Percentage of the points for this using the options under Daemonic Possession
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@@ -8728,7 +8710,7 @@ The Tear attack nominates a single location on the target. Roll penetration as n
- May only be chosen for fully enclosed vehicles and dreadnoughts. Can no longer transport troops. Increase the BS for a vehicle to 5, and if a Dreadnought the WS to 5 as well. Any damage that results that indicate the crew are killed have absolutely no effect. The vehicle causes Terror. If your army loses all it's champions bearing a Mark of Chaos, then the vehicle is disabled.
+ May only be chosen for fully enclosed vehicles and dreadnoughts. Can no longer transport troops. Increase the BS for a vehicle to 5, and if a Dreadnought the WS to 5 as well. Any damage that results that indicate the crew are killed have absolutely no effect. The vehicle causes Terror. If your army loses all it's champions bearing a Mark of Chaos, then the vehicle is disabled.
@@ -8738,24 +8720,24 @@ The Tear attack nominates a single location on the target. Roll penetration as n
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@@ -8765,7 +8747,7 @@ The Tear attack nominates a single location on the target. Roll penetration as n
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The armour value of all locations is increased by 1 point. In addition, any model who attacks the vehicle in
hand-to-hand combat must first fight the Nurglings and waving limbs which cling to the vehicle; the vehicle
@@ -8825,19 +8807,19 @@ Do not count any bonuses for multiple attackers fighting a Nurgle-infested vehic
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@@ -8851,14 +8833,14 @@ throw modifier of –1 for each point of Strength above 3. Surviving enemy model
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@@ -8912,14 +8894,14 @@ throw modifier of –1 for each point of Strength above 3. Surviving enemy model
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@@ -9148,32 +9130,32 @@ throw modifier of –1 for each point of Strength above 3. Surviving enemy model
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@@ -9194,8 +9176,7 @@ In addition, each time the warp card Energry Drain is played the Chaos player mu
Does not affect Daemons
Roll a D6 if a psyker within 16" of one or more Noise Marines attempts to use a psychic power. Only 1 dice is rolled regardless of how many Noise Marines are within 16". Powers that remain in play will only be affected when first created. If the dice rolled is greater than the model's psychic level then it is overcome by the psychic cacophony and their power is nullified.
Wargear that offers protection against psychic attacks does not offer any protection against Noise Marines
-A psyker who is overcome this way will suffer 1 Wound on a 4+ with no saving throw of any kind allowed.
-
+A psyker who is overcome this way will suffer 1 Wound on a 4+ with no saving throw of any kind allowed.
The model can fly using the same rules as a Jump Pack
@@ -9272,25 +9253,24 @@ Jam - Meltdown: weapon is destroyed, same effect as a Plasma grenade centered on
Saving throws for shields or fields do not apply against hits from a misfiring plasma weapon.
- A wound from this weapon will kill mortal creatures on a D6 roll of a 6 regardless of how many wounds the target can sustain normally. On a 1-5, it inflicts 1 wound.
+ A wound from this weapon will kill mortal creatures on a D6 roll of a 6 regardless of how many wounds the target can sustain normally. On a 1-5, it inflicts 1 wound.
Standard Grenade rules apply for throwing, may be used to target an area of ground like Smoke or Blind.
2" blast radius. Affected models suffer a hit of Strength D6; re-roll this Strength value for each hit
inflicted by a Blight grenade. If a 1 is rolled for Strength, resolve the hit and then the Blight has dissipated; remove the marker. Note that unlike most grenades, the effects of a Blight grenade are not perfectly protected against by sealed armour. Models affected by Blight may take normal armour saves, but may not take saves for energy fields or dodges. Enclosed vehicle crewmen on vehicles may be affected; on a roll of a 6 on D6, the blight gets inside the vehicle and affects all crewmen.
Nurgle Daemons and models with a Mark of Nurgle are not effected.
-The marker will stay in place until such time as a 1 is rolled when wounding enemy models.
+The marker will stay in place until such time as a 1 is rolled when wounding enemy models.
Enemy units who take 1 or more casualties must take a Break test.
Uses a special Doom Siren template, which is positioned as desired and then moved straight forward for 21”. The Doom Siren‘s Strength begins at 7, but loses 1 point for every 3” of distance. If it hits a vehicle or building it will inflict a hit on a random location and then stop moving. It will move over hills and low walls.
-The save modifier is equal to half its Strength value when it hits, rounded down.
+The save modifier is equal to half its Strength value when it hits, rounded down.
- For the purposes of psychic powers that affect crew: Consider them to have 2 wounds and Toughness 5
-
+ For the purposes of psychic powers that affect crew: Consider them to have 2 wounds and Toughness 5
1 - If enemy models with 12" at the start of the turn, becomes Frenzied and is immune to stupidity until the start of the next turn. Doubles the number of attacks and must use follow up moves after close combat to engage another enemy in combat or get closer to the enemy if none are within range.
@@ -9304,12 +9284,9 @@ The save modifier is equal to half its Strength value when it hits, rounded down
Any hit which penetrates the body or close combat weapon arm will cripple the weapon as well.
-
-1-2: Crew is hit
+ 1-2: Crew is hit
3-6: Bike is hit
-See datafax for damage table
-
-
+See datafax for damage table
Any Chaos Space Marine units within 12" of the Army Commander may use his Leadership when they take a Leadership test
@@ -9321,8 +9298,7 @@ See datafax for damage table
Chaos Space Marine Sorcerers must draw at least one card from the deck of psychic powers belonging to the Chaos Power whose Mark they bear, and may draw additional cards from the deck of their patron Chaos Power, or the Librarian and Adeptus decks. If they bear no mark, then only draw from the Librarian or Adeptus decks.
-
-1: Legs
+ 1: Legs
2: Left Arm
3: Right Arm
4-6: Body
@@ -9332,24 +9308,21 @@ See Datafax for damage results and armour values
+2 Attacks, cannot be parried. Enemy does not get +1 combat resolution and extra Attack for being multiple attackers. Any hits inflicted in close combat by the Power Scourge are resolved at the Dreadnoughts Strength of 6
-
-1-2: Track*
+ 1-2: Track*
3-5: Hull
6: Lascannon*
*Hit the one nearest to Attacker
See datafax for damage table
-
-1: Track*
+ 1: Track*
2-5: Hull
6: Weapons
*Hit the one nearest to Attacker
See datafax for damage table
-
-1: Track*
+ 1: Track*
2-3: Hull
4: Sponson*
5-6: Turret
@@ -9360,8 +9333,7 @@ See datafax for damage table
Any hits by the sword automatically wound, with no saving throw for armour, though unmodifiable saves can be taken as normal. Vehicles struck by the sword have their armour penetrated automatically. Psykers and daemons that suffer a hit from the sword will take D3 wounds instead of 1
-
-1: Wheels
+ 1: Wheels
2-4: Hull
5-6: Blood Cannon
See datafax for damage table
@@ -9382,23 +9354,20 @@ penetrated. For each model on board, roll D6; on a 4+, the model takes 1 wound w
location catches fire, you must continue to test for the crew until the flames go out.
-
-1: Wheels
+ 1: Wheels
2-4: Hull
5-6: Warpcannon
See datafax for damage table
-
-1-3: Legs*
+ 1-3: Legs*
4-5: Body
6: Arm*
*Closest to attacker
See datafax for damage table
-
-1: Track*
+ 1: Track*
2-3: Hull
4: Sponson*
5: Turret
@@ -9406,7 +9375,7 @@ See datafax for damage table
*Hit the one nearest to Attacker
See datafax for damage table 1-5
-6: If the shot hits the Throne of Nurgle then the blast has hit the throne's Conversion Field. If the shot gets through this energy field then it will strike the High Priest Rancidguts. Roll to wound him as normal. If the High Priest is killed the Throne of Nurgle will no longer provide protection from psychic powers from the psychic field.
+6: If the shot hits the Throne of Nurgle then the blast has hit the throne's Conversion Field. If the shot gets through this energy field then it will strike the High Priest Rancidguts. Roll to wound him as normal. If the High Priest is killed the Throne of Nurgle will no longer provide protection from psychic powers from the psychic field.
Daemon Gifts are randomly assigned using the numbers provided next to each Gift.
@@ -10002,7 +9971,7 @@ Allows the Bloodletter to Parry
- 3+ save, using 2D6.
+ 3+ save, using 2D6.
@@ -10384,4 +10353,4 @@ Blood Cannon
-
\ No newline at end of file
+
diff --git a/Codex - Imperial Agents.cat b/Codex - Imperial Agents.cat
index f3d94f7..cdf0967 100644
--- a/Codex - Imperial Agents.cat
+++ b/Codex - Imperial Agents.cat
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-1-2: Legs
+ 1-2: Legs
3: Assault Cannon
4-5: Body
6: Servitor
@@ -1574,30 +1573,30 @@ See datafax for damage table results
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+ 1: Track
2-3: Hull
4: Heavy Bolter
5-6: Turret
@@ -1649,13 +1647,13 @@ See datafax for damage table results
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-1-2: Crew*
+ 1-2: Crew*
3-6: Land Speeder
*Hit closest to attacker
See datafax for damage table results
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Transport: 10 infantry, or 5 infantry in Terminator Armour
-
-1-2: Track - Hit closest to shooter
+ 1-2: Track - Hit closest to shooter
3-5: Hull
6: Lascannon - Hit closest to shooter
See datafax for damage table
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-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-3: Hull
4: Sponson - Closest track to shooter
5-6: Turret
-See datafax for damage table
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@@ -2172,20 +2166,19 @@ Weapons
-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-5: Hull
6: Weapons
See datafax for damage table
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Immune to all psychological effects. Cannot be affected by fear, terror, or any other psychology rule.
-Inquisitors never break and automatically pass any Leadership-based tests they are required to take.
+Inquisitors never break and automatically pass any Leadership-based tests they are required to take.
- Immune to all psychological effects. Cannot be affected by fear, terror, or any other psychology rule.
+ Immune to all psychological effects. Cannot be affected by fear, terror, or any other psychology rule.
May attempt to repair a single damaged hit location on a vehicle, dreadnought, or a destroyed support weapon, if they can reach it during their next movement phase. They can do nothin else that turn they attempt to repair. At the end of the turn roll a D6:
@@ -2977,8 +2970,7 @@ Inquisitors never break and automatically pass any Leadership-based tests they a
If Electro Priests are Broken they are removed from play
- Immune to all psychological effects. Cannot be affected by fear, terror, or any other psychology rule.
-
+ Immune to all psychological effects. Cannot be affected by fear, terror, or any other psychology rule.
If utilised as weapon crews Servitors will fight to defend their weapon if attacked. If their weapon is destroyed they will move towards another, thus forming a reserve of crewmen around survrving weapons. Alternatively, if their weapon is destroyed, crewmen may join a unit of Servitors under the command of a Tech-Priest.
@@ -2986,12 +2978,9 @@ Inquisitors never break and automatically pass any Leadership-based tests they a
A squad of Servitors must be led by a Tech-Priest, and when they are Servitors act as a normal unit in all respects. But if their leader is slain they will do nothing other than fight in hand-to-hand combat. They will not move except to follow up in hand-to-hand combat untll joined by another Mechanicum character.
-
-1-2: Crew is hit
+ 1-2: Crew is hit
3-6: Bike is hit
-See datafax for damage table
-
-
+See datafax for damage table
Immune to all Psychology rules
@@ -3287,4 +3276,4 @@ May be setup using the Infiltration rules
-
\ No newline at end of file
+
diff --git a/Codex - Orks.cat b/Codex - Orks.cat
index e1b82cc..782d17b 100644
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+++ b/Codex - Orks.cat
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Increase Strength and Wounds by +2
-In addition, if the Ork is hit by an attack then he is treated in the same way as a vehicle or Dreadnought with an armour value of 15. Roll for armour penetration as normal. If the attack equals the armour value, then the Ork is knocked over and may not move or shoot in his next turn while he stands up. If the attack beats the Ork's armour value, then he knocked over as above and suffers 1 wound for each point the attack beat the armour value by.
+In addition, if the Ork is hit by an attack then he is treated in the same way as a vehicle or Dreadnought with an armour value of 15. Roll for armour penetration as normal. If the attack equals the armour value, then the Ork is knocked over and may not move or shoot in his next turn while he stands up. If the attack beats the Ork's armour value, then he knocked over as above and suffers 1 wound for each point the attack beat the armour value by.
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@@ -4880,8 +4886,7 @@ Earthshaker
-
-1-2: Track - Hit closest to attacker
+ 1-2: Track - Hit closest to attacker
3-5: Hull
6: Earthshaker
See datafax for damage table results
@@ -4894,8 +4899,8 @@ See datafax for damage table results
-
-
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@@ -4915,17 +4920,17 @@ See datafax for damage table results
Fires two shells, pick a target within the 45° fire arc. Roll to hit for each shell, scattering as normal if you miss.
-When hitting a target using a datafax (such as vehicles, buildings) roll for armour penetration as normal. If penetrated, roll a D6 on the damage table. If not penetrated, roll a D3 on the damage table.
+When hitting a target using a datafax (such as vehicles, buildings) roll for armour penetration as normal. If penetrated, roll a D6 on the damage table. If not penetrated, roll a D3 on the damage table.
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@@ -4933,33 +4938,33 @@ When hitting a target using a datafax (such as vehicles, buildings) roll for arm
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@@ -4968,14 +4973,14 @@ When hitting a target using a datafax (such as vehicles, buildings) roll for arm
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@@ -5044,22 +5049,21 @@ Turret
-
-1-2 Track - Hit closest to shooter
+ 1-2 Track - Hit closest to shooter
3-5: Hull
6: Turret
See datafax for damage table results
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@@ -5194,22 +5198,21 @@ Mortar/Crew
-
-1-2: Track - Hit closest to attacker
+ 1-2: Track - Hit closest to attacker
3-5: Hull
6: Heavy Mortar/ Crew - Roll a further D6, 1-3 Mortar is hit, 4-6 Crew is hit
See datafax for damage table results
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@@ -5404,8 +5407,7 @@ See Damage table
-
-1-2: Legs
+ 1-2: Legs
3: Assault Cannon
4-5: Body
6: Imperial Guardsman
@@ -5414,31 +5416,31 @@ See datafax for damage table results
-
+
-
-
+
+
-
-
+
+
-
+
-
-
+
+
@@ -5446,19 +5448,19 @@ See datafax for damage table results
-
-
+
+
-
-
+
+
-
+
@@ -5466,14 +5468,14 @@ See datafax for damage table results
-
+
-
+
@@ -5502,8 +5504,7 @@ Turret
-
-1-2: Track
+ 1-2: Track
3-4: Hull
5-6: Turret
See datafax for damage table results
@@ -5514,13 +5515,13 @@ See datafax for damage table results
-
+
-
-
+
+
@@ -5528,32 +5529,32 @@ See datafax for damage table results
-
-
+
+
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+
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-
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@@ -5562,14 +5563,14 @@ See datafax for damage table results
-
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-
+
@@ -5578,43 +5579,43 @@ See datafax for damage table results
-
+
-
+
-
+
-
+
-
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+
+
-
+
-
+
@@ -5646,8 +5647,7 @@ Turret
-
-1: Track
+ 1: Track
2-3: Hull
4: Heavy Bolter
5-6: Turret
@@ -5655,14 +5655,14 @@ See datafax for damage table results
-
+
-
-
+
+
@@ -5680,13 +5680,13 @@ See datafax for damage table results
-
+
-
-
+
+
@@ -5694,19 +5694,19 @@ See datafax for damage table results
-
-
+
+
-
-
+
+
-
+
@@ -5715,8 +5715,8 @@ See datafax for damage table results
-
-
+
+
@@ -5728,14 +5728,14 @@ See datafax for damage table results
-
-
+
+
-
-
+
+
@@ -5744,14 +5744,14 @@ See datafax for damage table results
-
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-
+
@@ -5760,40 +5760,40 @@ See datafax for damage table results
-
+
-
+
-
+
-
+
-
+
-
+
-
+
@@ -5825,8 +5825,7 @@ Turret
-
-1: Track
+ 1: Track
2-3: Hull
4: Side Sponson - Hit side closer to attacker
5-6: Turret
@@ -5834,14 +5833,14 @@ See datafax for damage table results
-
+
-
-
+
+
@@ -5865,13 +5864,13 @@ Cannot move and fire, but the tank may fire other weapons as normal when moving.
-
+
-
-
+
+
@@ -5879,59 +5878,59 @@ Cannot move and fire, but the tank may fire other weapons as normal when moving.
-
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@@ -5940,14 +5939,14 @@ Cannot move and fire, but the tank may fire other weapons as normal when moving.
-
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+
+
@@ -5956,14 +5955,14 @@ Cannot move and fire, but the tank may fire other weapons as normal when moving.
-
+
-
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@@ -5972,33 +5971,33 @@ Cannot move and fire, but the tank may fire other weapons as normal when moving.
-
+
-
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-
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-
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-
+
@@ -6010,7 +6009,7 @@ Cannot move and fire, but the tank may fire other weapons as normal when moving.
-
+
@@ -6035,14 +6034,14 @@ Cannot move and fire, but the tank may fire other weapons as normal when moving.
-
+
-
+
@@ -6066,29 +6065,26 @@ Cannot move and fire, but the tank may fire other weapons as normal when moving.
-
-1-3: Crew is hit* - Hitting closest crewmember
+ 1-3: Crew is hit* - Hitting closest crewmember
4-6: Bike is hit
-See datafax for damage table
-
-
+See datafax for damage table
-
+
-
+
-
-
+
+
@@ -6097,7 +6093,7 @@ See datafax for damage table
-
+
@@ -6106,14 +6102,14 @@ See datafax for damage table
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-
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@@ -6122,44 +6118,44 @@ See datafax for damage table
-
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-
+
@@ -6194,8 +6190,7 @@ Body
-
-1: Legs
+ 1: Legs
2: Left Arm
3: Right Arm
4-6: Body
@@ -6203,14 +6198,14 @@ See Datafax for damage results and armour values
-
+
-
+
@@ -6220,7 +6215,7 @@ See Datafax for damage results and armour values
-
+
@@ -6228,11 +6223,11 @@ See Datafax for damage results and armour values
For assault cannon or storm bolter, Ignore first jam result rolled each turn. An assault cannon will only jam if you roll 2 or more jams. Rolling 3 jams still causes the weapon to explode, destroying the arm.
-For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
+For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
-
+
@@ -6242,7 +6237,7 @@ For Heavy Bolter, first rol the number of total sustained fire dice you wish and
-
+
@@ -6252,7 +6247,7 @@ For Heavy Bolter, first rol the number of total sustained fire dice you wish and
-
+
@@ -6263,11 +6258,11 @@ For Heavy Bolter, first rol the number of total sustained fire dice you wish and
For assault cannon or storm bolter, Ignore first jam result rolled each turn. An assault cannon will only jam if you roll 2 or more jams. Rolling 3 jams still causes the weapon to explode, destroying the arm.
-For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
+For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
-
+
@@ -6277,7 +6272,7 @@ For Heavy Bolter, first rol the number of total sustained fire dice you wish and
-
+
@@ -6285,11 +6280,11 @@ For Heavy Bolter, first rol the number of total sustained fire dice you wish and
For assault cannon or storm bolter, Ignore first jam result rolled each turn. An assault cannon will only jam if you roll 2 or more jams. Rolling 3 jams still causes the weapon to explode, destroying the arm.
-For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
+For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
-
+
@@ -6297,15 +6292,15 @@ For Heavy Bolter, first rol the number of total sustained fire dice you wish and
For assault cannon or storm bolter, Ignore first jam result rolled each turn. An assault cannon will only jam if you roll 2 or more jams. Rolling 3 jams still causes the weapon to explode, destroying the arm.
-For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
+For Heavy Bolter, first rol the number of total sustained fire dice you wish and then ignore the first jam from that. You cannot ignore the jam for each individual heavy bolter.
Against vehicles or other walkers, may make a special Tear attack. For every 2 hits scored, you may make 1 Tear attack. If you hit 3 times you could make 1 tear attack and 1 normal etc.
-The Tear attack nominates a single location on the target. Roll penetration as normal. If succesfful, when rolling for damage add +2.
+The Tear attack nominates a single location on the target. Roll penetration as normal. If succesfful, when rolling for damage add +2.
-
+
@@ -6314,7 +6309,7 @@ The Tear attack nominates a single location on the target. Roll penetration as n
-
+
@@ -6323,14 +6318,14 @@ The Tear attack nominates a single location on the target. Roll penetration as n
-
+
-
+
@@ -6339,38 +6334,38 @@ The Tear attack nominates a single location on the target. Roll penetration as n
-
+
-
+
-
+
-
-
+
+
-
+
-
+
@@ -6399,40 +6394,39 @@ Lascannon
Land Raider (Transport)
- 10 Orks , or 5 Orks in Mega Armour
+ 10 Orks , or 5 Orks in Mega Armour
-
-1-2: Track - Hit closest to shooter
+ 1-2: Track - Hit closest to shooter
3-5: Hull
6: Lascannon - Hit closest to shooter
See datafax for damage table
-
+
-
-
+
+
-
-
+
+
-
+
@@ -6441,14 +6435,14 @@ See datafax for damage table
-
+
-
+
@@ -6457,38 +6451,38 @@ See datafax for damage table
-
+
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+
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+
-
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+
+
-
+
-
+
@@ -6511,48 +6505,46 @@ See datafax for damage table
-
-1-2: Crew - Closest to shooter
+ 1-2: Crew - Closest to shooter
3-6: Land Speeder
-See datafax for damage table
-
+See datafax for damage table
-
+
-
-
+
+
-
-
+
+
-
-
+
+
-
+
-
+
@@ -6584,17 +6576,15 @@ Turret
-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-3: Hull
4: Sponson - Closest track to shooter
5-6: Turret
-See datafax for damage table
-
+See datafax for damage table
-
+
@@ -6602,35 +6592,35 @@ See datafax for damage table
-
+
-
+
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+
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+
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@@ -6641,7 +6631,7 @@ See datafax for damage table
-
+
@@ -6650,14 +6640,14 @@ See datafax for damage table
-
+
-
+
@@ -6666,38 +6656,38 @@ See datafax for damage table
-
+
-
+
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+
-
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+
+
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+
-
+
@@ -6732,21 +6722,20 @@ Weapons
-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-5: Hull
6: Weapons
See datafax for damage table
-
-
+
+
-
+
@@ -6755,14 +6744,14 @@ See datafax for damage table
-
+
-
+
@@ -6771,44 +6760,44 @@ See datafax for damage table
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@@ -6837,28 +6826,26 @@ Hull
-
-1: Track - Closest track to shooter
+ 1: Track - Closest track to shooter
2-4: Hull
5-6: Turret
-See datafax for damage table
-
+See datafax for damage table
-
+
-
-
+
+
-
+
@@ -6867,14 +6854,14 @@ See datafax for damage table
-
+
-
+
@@ -6883,31 +6870,31 @@ See datafax for damage table
-
+
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@@ -6920,39 +6907,39 @@ See datafax for damage table
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@@ -6961,45 +6948,45 @@ See datafax for damage table
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@@ -7008,14 +6995,14 @@ See datafax for damage table
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@@ -7024,84 +7011,84 @@ See datafax for damage table
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@@ -7109,24 +7096,24 @@ See datafax for damage table
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@@ -7138,7 +7125,7 @@ See datafax for damage table
-
+
@@ -7164,30 +7151,30 @@ See datafax for damage table
-
+
-
-
+
+
Increase Strength and Wounds by +2
-In addition, if the Ork is hit by an attack then he is treated in the same way as a vehicle or Dreadnought with an armour value of 15. Roll for armour penetration as normal. If the attack equals the armour value, then the Ork is knocked over and may not move or shoot in his next turn while he stands up. If the attack beats the Ork's armour value, then he knocked over as above and suffers 1 wound for each point the attack beat the armour value by.
+In addition, if the Ork is hit by an attack then he is treated in the same way as a vehicle or Dreadnought with an armour value of 15. Roll for armour penetration as normal. If the attack equals the armour value, then the Ork is knocked over and may not move or shoot in his next turn while he stands up. If the attack beats the Ork's armour value, then he knocked over as above and suffers 1 wound for each point the attack beat the armour value by.
-
+
-
-
+
+
@@ -7199,20 +7186,20 @@ One Use Only
-
+
-
+
-
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+
+
@@ -7222,13 +7209,13 @@ One Use Only
-
+
-
-
+
+
@@ -7239,19 +7226,19 @@ In addition an Imperial Assassin with Cameleoline may not reveal himself to be a
-
+
-
+
-
+
@@ -7261,12 +7248,12 @@ In addition an Imperial Assassin with Cameleoline may not reveal himself to be a
-
+
-
+
@@ -7291,37 +7278,37 @@ Roll an artillery dice to determine the Strength everytime the weapon fires. If
-
+
-
+
-
+
A Mekboy with a set of tools always counts as having two close combat weapons, and so always rolls an extra dice in close combat.
In addition if the Mekboy starts a turn on, in, or next to a damaged vehicle he may attempt to repair one damaged location. The location must be repairable (ie Weapon blown off, engine exploded cannot be fixed).
-Location fixed on a 4+
+Location fixed on a 4+
-
+
-
-
+
+
@@ -7331,20 +7318,20 @@ Location fixed on a 4+
-
+
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@@ -7354,13 +7341,13 @@ Location fixed on a 4+
-
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@@ -7371,13 +7358,13 @@ One Use Only
-
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+
@@ -7387,13 +7374,13 @@ One Use Only
-
+
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+
@@ -7404,19 +7391,19 @@ May not cross obstacles of any kind and will suffer a S5 hit if it attempts to d
-
+
-
+
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+
@@ -7426,12 +7413,12 @@ May not cross obstacles of any kind and will suffer a S5 hit if it attempts to d
-
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+
@@ -7445,20 +7432,20 @@ Becomes subject to the rules for Madboyz
-
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@@ -7468,50 +7455,50 @@ Becomes subject to the rules for Madboyz
-
+
-
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+
+
- Gain +2 to Move characteristic and do not suffer any movement penalties for crossing obstacles up to 2" high. Ork can raise itself up by 2" in the shooting phase allowing it to see and shoot over intervening terrain.
+ Gain +2 to Move characteristic and do not suffer any movement penalties for crossing obstacles up to 2" high. Ork can raise itself up by 2" in the shooting phase allowing it to see and shoot over intervening terrain.
-
+
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+
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@@ -7522,48 +7509,48 @@ Becomes subject to the rules for Madboyz
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@@ -7576,7 +7563,7 @@ Becomes subject to the rules for Madboyz
-
+
@@ -7591,7 +7578,7 @@ Becomes subject to the rules for Madboyz
-
+
@@ -7604,14 +7591,14 @@ Becomes subject to the rules for Madboyz
-
+
-
+
@@ -7621,7 +7608,7 @@ Becomes subject to the rules for Madboyz
-
+
@@ -7630,14 +7617,14 @@ Becomes subject to the rules for Madboyz
-
+
-
+
@@ -7647,7 +7634,7 @@ Becomes subject to the rules for Madboyz
-
+
@@ -7656,14 +7643,14 @@ Becomes subject to the rules for Madboyz
-
+
-
+
@@ -7673,7 +7660,7 @@ Becomes subject to the rules for Madboyz
-
+
@@ -7682,14 +7669,14 @@ Becomes subject to the rules for Madboyz
-
+
-
+
@@ -7699,7 +7686,7 @@ Becomes subject to the rules for Madboyz
-
+
@@ -7708,14 +7695,14 @@ Becomes subject to the rules for Madboyz
-
+
-
+
@@ -7725,7 +7712,7 @@ Becomes subject to the rules for Madboyz
-
+
@@ -7747,8 +7734,7 @@ Any vehicle hit by the kombi-weapon will take a single hit with an armour penetr
If you roll a misfire on the Artillery dice, roll a D6:
1-3: Blows up - the mode using the weapon is killed
-4-6: Misfire - May not fire this turn but may be used next turn as normal
-
+4-6: Misfire - May not fire this turn but may be used next turn as normal
Rules too long for this, see page 18 & 19 in the Ork Codex for rules on using this weapon
@@ -7757,7 +7743,7 @@ If you roll a misfire on the Artillery dice, roll a D6:
A target fired at by a Gretchin Blunderbuss is hit automatically and no "to hit" roll is required
- Snotlings are small and will have multiple on a single base. Treat it as a single large monster with several wounds and attacks.
+ Snotlings are small and will have multiple on a single base. Treat it as a single large monster with several wounds and attacks.
Runtherdz act as champions for units of Snotlings and Gretchin. No other Ork may lead Snotlings and Gretchin because they consider it to be a waste of time
@@ -7768,14 +7754,14 @@ If you roll a misfire on the Artillery dice, roll a D6:
Roll a D6 at the start of the game and constul the chart (Pg.25 Codex Orks). This establishes the maddness for the Madmob. The mob is subject to the psychology rule indicated from then on.
At the start of each subsequent turn the Ork player rolls a D6: On a 1-5 nothing happens and continues with its last roll. On a 6, you roll on the chart again to determine the maddness.
-Should the Madmob be broken, then a new maddness is established as soon as it ralies.
+Should the Madmob be broken, then a new maddness is established as soon as it ralies.
Must remain in base contact with the Weirdboy at all times. If they are killed, the Weirdboy must move to the nearest table edge as fast as possible. Once he leaves the battle he will not come back
Must remain in base contact with the Weirdboy at all times. If they are killed, the Warphead will make a run move towards the biggest group of Orks he can find, trying to get within 12" of the best source of Waaagh! power.
-In the psychic phase, a Warphead without any Minderz will always fire off a psychic power picked at random. If you have other WEirdboyz in your force you can only use psyhic powers from them after the Waprhead has used one of his powers. If you don't have enough warp cards to make the randomly chosen power work there is no further effect and you can play powers from other Weirdboyz freely.
+In the psychic phase, a Warphead without any Minderz will always fire off a psychic power picked at random. If you have other WEirdboyz in your force you can only use psyhic powers from them after the Waprhead has used one of his powers. If you don't have enough warp cards to make the randomly chosen power work there is no further effect and you can play powers from other Weirdboyz freely.
Madboyz can take Leadership tests using the Warphead's Leadership of 8 if he is within 2" of them, even though Madboyz can't normally benefit from another character's higher Leadership characteristic.
@@ -7798,16 +7784,14 @@ Once per game can inject Cyboar with chemicals gaining: D6+4 Movement and D4 att
Any Ork units that have a model within 12" of the Battle Standard may re-roll the dice if they fail a Break Test
-
-1: Legs
+ 1: Legs
2: Left Arm*
3: Right Arm*
4-6: Body
*Roll a D6, 1-3, upper arm, 4-5, lower arm
-
-1: Wheel*
+ 1: Wheel*
2-4: Hull
5-6: Passengers**
*Hit the closest wheel to the attacker
@@ -7826,15 +7810,13 @@ If the weapon is hit, it is considered to have an armour value of 10. If penetra
Moving Field Artillery:
Can be moved 2" per turn by crew. Cannot be moved and fired.
-Can be attached to a vehicle (if at least 1 crew memeber is alive) and moved with the vehicle. Can be unhitched if the vehicle stops and placed within 1", or unhitched while the vehicle is moving. If done while moving, it is unhitched D6" in a random direction and a random facing from the point you unhitched. Work out collision damage as detailed in the vehicle rules if needed. Ram value is the same as an Ork Bike (S5, -2 save, D4 damage). The crew take an automatic hit wit ha Strength equal to the vehicle's speed -10.
-
+Can be attached to a vehicle (if at least 1 crew memeber is alive) and moved with the vehicle. Can be unhitched if the vehicle stops and placed within 1", or unhitched while the vehicle is moving. If done while moving, it is unhitched D6" in a random direction and a random facing from the point you unhitched. Work out collision damage as detailed in the vehicle rules if needed. Ram value is the same as an Ork Bike (S5, -2 save, D4 damage). The crew take an automatic hit wit ha Strength equal to the vehicle's speed -10.
All the field artillery rules are a full page of rules for each gun. Too much to put into Battlescribe without it becoming a huge amount of clutter. Please see the Ork Field Artillery section in the codex, pg.12
-
-1-3: Crew*
+ 1-3: Crew*
4-6: Bike
*Hit the passenger nearest the attacker.
@@ -7842,34 +7824,29 @@ Can be attached to a vehicle (if at least 1 crew memeber is alive) and moved wit
The bike has no weapons but the Nob riding it may fire any of his weapons in a 360° arc
-
-1-3: Crew*
+ 1-3: Crew*
4-6: War Buggy
*Hit the passenger nearest the attacker.
-
-1: Driver
+ 1: Driver
2: Turret
3-5: Scorcher
-6: Fuel Tank
-
+6: Fuel Tank
-
-1-3: Crew*
+ 1-3: Crew*
4-6: Wartrak
*Hit the passenger nearest the attacker.
-
-1-3: Crew*
+ 1-3: Crew*
4-6: Bike
*Hit the passenger nearest the attacker.
Follows rules for Madboy
-Not allowed to join or lead any mobs and must always remain on his own.
+Not allowed to join or lead any mobs and must always remain on his own.
Once per game Ghazghkull may call a Waaagh! at any time, even during the opponents turn. As soon as he calls the power of the Waaagh, any fleeing Ork models immediately rally. For the remainder of the turn and all of the following turn he is immune to any damage - he cannot be harmed in any way at all - and all Orks (including Ghazghkull himself) receive a +1 modifier in close combat
@@ -7926,7 +7903,7 @@ May not decrease his speed compared to a previous turn unless he takes and passe
2+
- 4+ extra save with no modifiers if failed the first save.
+ 4+ extra save with no modifiers if failed the first save.
@@ -8796,4 +8773,4 @@ Bike
-
\ No newline at end of file
+