From f0f2f46188e831623ca4bc7a655e2f1b4a70af4a Mon Sep 17 00:00:00 2001
From: Mayegelt <20280410+Mayegelt@users.noreply.github.com>
Date: Thu, 23 Jun 2022 15:20:31 +0100
Subject: [PATCH] Internal file renames for clarity
---
(HH) Agents of the Emperor or Warmaster.cat | 2 +-
(HH) Army of Dark Compliance List.cat | 2 +-
(HH) Chaos Daemons Army List.cat | 42517 +++-------------
... Craftworld Eldar - Asuryani Army List.cat | 2 +-
(HH) Daemons of the Ruinstorm Army List.cat | 2 +-
...Imperialis Militia and Cults Army List.cat | 2 +-
... Legiones Astartes - Crusade Army List.cat | 2 +-
(HH) Mechanicum - Questoris Knight.cat | 2 +-
(HH) Mechanicum - Taghmata Army List.cat | 2 +-
(HH) Mournival Units.cat | 2 +-
(HH) Necron Army List.cat | 2 +-
(HH) Solar Auxilia - Crusade Army List.cat | 2 +-
(HH) Talons of the Emperor Army List.cat | 2 +-
The Horus Heresy.gst | 2 +-
14 files changed, 8285 insertions(+), 34258 deletions(-)
diff --git a/(HH) Agents of the Emperor or Warmaster.cat b/(HH) Agents of the Emperor or Warmaster.cat
index 3b1ffa6a..4ca9aa4e 100644
--- a/(HH) Agents of the Emperor or Warmaster.cat
+++ b/(HH) Agents of the Emperor or Warmaster.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Army of Dark Compliance List.cat b/(HH) Army of Dark Compliance List.cat
index e338600d..c6bfa923 100644
--- a/(HH) Army of Dark Compliance List.cat
+++ b/(HH) Army of Dark Compliance List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Chaos Daemons Army List.cat b/(HH) Chaos Daemons Army List.cat
index 19da1def..6d08d734 100644
--- a/(HH) Chaos Daemons Army List.cat
+++ b/(HH) Chaos Daemons Army List.cat
@@ -1,34329 +1,8356 @@
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- Monstrous Creature (Character)
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- 6
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- 4
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- Cor’bax’s vast maw opens wide enough to swallow enemies whole. When fighting against infantry models, any To Hit rolls of 5 or 6 made in the Assault phase by Cor’bax have the Instant Death special rule. Roll to wound and save with these attacks separately.
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- Cor’bax Utterblight’s corporeal form is little more than a mass of roiling gelatinous and pestilential flesh, which makes him even harder to harm than many of his Daemon kin and allows him to seethe across the battlefield like a destroying tide of plague.
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-Cor’bax Utterblight inflicts D3 Hammer of Wrath hits when charging. He ignores all dangerous terrain and difficult terrain. He counts as being armed with assault grenades when charging. In addition, if he is destroyed replace his model with the Massive Blast (7") template. All models under the template that do not have the Daemon of Nurgle special rule suffer a single Poisoned (4+) AP 4 hit.
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- It must always move as fast as possible towards the closest visible enemy and must consolidate towards the closest visible enemy. If it chooses to run during the shooting phase, it must be towards the closest visible enemy. Does not apply if there are no visible enemies.
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- 12"
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- 8
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- 3
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- Assault 1, Impaler
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- Drags the target model into Close Combat. Counts as a shooting attack that hits on a 4+. If successfuly hit or penetrating (and the target survives), move the target 2D6" straight towards the Blood Slaughterer.
-Cannot drag model through obstructions it cannot normally pass through and stops 1" away from the obstruction.
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-Super-heavies, Gargantuan Creatures and buildings cannot be dragged by the impaler.
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- Add +1 to the Str D table result when rolling against enemy Monstrous and Gargantuan Creatures.
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- Add +1 to the Str D table result when rolling against enemy Monstrous and Gargantuan Creatures.
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- An enemy model within 6" of a vehicle with this special rule cannot fire Overwatch.
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- Confers Daemon (aligned with Khorne) and Hatred (Slaanesh). May re-roll the dice to determine the number of Stomp attacks and gains +D3 attacks on the charge instead of +1.
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- Confers Daemon (aligned with Tzeentch) and Hatred (Nurgle). May re-roll failed to hit rolls of 1 and Heavy stubber guns gain Soul-Blaze.
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- Confers Daemon (Aligned with Nurgle) and Hatred (Tzeentch). Gains It Will Not Die!
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- Gains Daemon (aligned with Slaanesh) and Hatred (Khorne). All models in base contact with the knight at the start of the fight sub-phase must pass a Leadership check at -2 or be reduced to I1 for the rest of the fight.
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- The Kytan may assault another unit if the unit it was shooting at was killed in the previous phase.
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- Once per game, at the start of any shooting or assault phase, the model may activate its Daemonforge.
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-Until the end of that phase, the model in question may re-roll all its failed to-wound/armour penetration rolls.
-At the end of the phase in which this is used, roll a D6. On a 1 the model immediately loses a Hull Point with no save allowed.
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- Infantry
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- 3
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- 3
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- 1
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- 1
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- 7
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- 1
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- Change
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- A unit of 11-20 Blue Horrors generates 2 Warp Charge points instead of 1.
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- If a friendly unit of Pink Horrors suffers any casualties, the slain Horrors will split and create Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks). Two Blue Horrors are created for each slain Pink Horror - if there is already a friendly Blue HOrror unit within 6" of the Pink Horrors, add the newly created Blue Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Pink Horrors. If a rule causes a whole unit of Pink Horrors to be removed at once (excluding Daemonic Instability), you can immediately create a unit of Blue HOrrors, just before removing the last model from the Pink Horrors unit. The unit of Blue Horrors has two models for each model in the unit of Pink Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Pink Horrors unit.
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- Infantry
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- 3
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- 2
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- 2
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- 1
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- 1
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- 7
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- 3
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- 3
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- 8
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- 13
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- 12
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- 11
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- 3
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- 2
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- 3
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- Vehicle (Walker)
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- Whenever the Decimator suffers a Weapon Destroyed or Immobilized result, it can be ignored on a D6 roll of 5+
-If the Decimator is wrecked (but not exploded), place it on its back, side or leave a marker on the table to represent its position.
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-At the start of the controlling players subsequent turns, before movement, roll a D6. On a 6 the model returns to play (as close to the original location but 1" away from an enemy) as though it has just Deep Struck in with all of its weapons and mobility restored and D3 Hull Points. On a 1, the Decimator is permamently wrecked.
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-On a roll of a 2-5, it remains wrecked but the controlling player may attempt to roll for Unholy Vigor on their next turn.
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- Ignores Crew Shaken and Stunned results on a 2+
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- May re-roll all To Hit rolls of 1 with its Flaming attakcs and its Heavy flamers gain Soul Blaze
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- 36"
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- 8
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- 4
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- Heavy 4
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- 36"
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- 6
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- 3
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- Heavy D3+2
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- 24"
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- 5
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- Ordnance 1, Large Blast (5"), Rending
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- Up to 18"
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- 6
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- -
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- Heavy 1, Large Blast (5"), Firing Calibration
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- 18"-42"
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- 8
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- 4
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- Heavy 1, Large Blast (5"), Firing Calibration
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- 42"-72"
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- 10
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- 1
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- Heavy 1, Large Blast (5"), Firing Calibration
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- The weapon may not be fired if the model has moved that turn, regardless of unit type, embarked in a vehicle, Relentless or Slow and Purposeful
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- User
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- 2
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- Melee, Shred, Smash
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- User
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- 2
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- Melee, Shred, Smash
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- Monstrous Creature
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- 4
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- 0
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- 6
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- 6
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- 4
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- 3
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- D6+2
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- 10
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- 4+
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- 3
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- 3
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- 10
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- 14
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- 13
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- 10
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- 3
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- 6
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- 9
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- Super-heavy Walker
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- 36"
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- 6
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- 3
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- Heavy 10
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- 24"
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- 10
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- 2
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- Primary Weapon 1, Large Blast, Ignores Cover
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- Template
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- 6
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- 3
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- Assault 1
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- 3
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- 2
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- 6
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- 13
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- 13
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- 11
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- 2
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- 4
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- 4
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- Vehicle (Walker)
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- Template
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- 5
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- 3
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- Assault 1, Poisoned (3+)
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- 36"
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- 6
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- 3
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- Ordnance 1, Rending, Large Blast (5")
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- -
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- x2
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- 2
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- Meele, Unwieldy, Specialist Weapon, Melee
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- -
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- User
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- 3
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- Melee, Master-Crafted, Specialist Weapon
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- Infantry (Character)
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- 9
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- 5
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- 7
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- 7
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- 6
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- 9
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- 5
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- 10
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- -
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- Samus must enter play via deep strike (and must start in reserve). If a model with the character type is slain before Samus enters play, place a counter within 3" of the model. If the player wishes to, on the turn Samus enters play he may Deep strike at one of these counters. If he does so, he deep strikes without scattering (provided he can deep strike without hitting either friendly orwithin 1" of enemy models).
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- 1.If Samus is part of your army, all enemy reserve rolls are -1 regardless. If the opponent has ongoing reserves, a unit may fail to arrive on a D6 roll of a 1.
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-2. If Samus is part of your army, then the Warp Charge cost of any blessing psychic powers are increased by +1.
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-3. Any model in combat with, or taking a fear test to charge at Samus will have their Ld halved unless they are fearless or stubborn.
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- -
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- User
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- 2
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- Melee, Armourbane, Murderous Strike
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- Monstrous Creature
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- 5
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- 1
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- 7
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- 6
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- 4
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- 4
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- 3
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- 5
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- -
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- Flying Gargantuan Creature
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- 9
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- 6
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- 8
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- 8
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- 9
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- 9
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- 5
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- 10
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- -/3++
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- Must generate a total of four powers, two from the Discipline of Change (ignoring the maximum limit). Others may be from the other disciplines in the BRB.
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- Shooting attack with 48" and LoS of Aetaos, using 5" Large Blast marker. Place D6+3 Pink horrors where the attack lands. They deploy using Deep Strike rules, but may not shoot.
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-If there is no space for the pink horrors, or no models, they are then destroyed. The pink horrors do not count towards point cost and are worth no victory points.
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- Any successful deny the witch can then be bounced onto the original caster at 4+ on a D6. These attacks hit automatically and in occasions where both must take a test, Aetaos counts as being the user.
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- If another Greater Daemon, Daemon Prince or Daemon Lord is within 18" at the beginning of the controlling players shooting phase, Aetaos must direct all of his ranged attacks at them instead (Regardless of if they're friend or foe).
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- Mastery Level 4, power generation as listed in Chosen of Tzeentch.
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- Infinite
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- -
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- 3
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- Apocalyptic Barrage (6+D3), Haywire, Posion 4+
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- Aetaos must remain stationary to use and cannot use when in an assault. Aetaos must pass a Ld check for each usage of the staff. If passed, the barrage goes as planned. If failed, the opponent gets to target the attack.
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- Flying Gargantuan Creature
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- 10
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- 4
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- 10
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- 8
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- 8
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- 5
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- 7
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- 10
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- 2+/3++
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- Confers a 2+ armour save
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- 12'
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- 7
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- 3
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- Assault 2
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- An'ggrath must charge if an enemy is in range at the start of the assault phase.
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- Counts as being equipped with assault grenades when charging. Receives an additional +D6 attacks on the charge. Passes Deny the Witch on a 2+
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- Monstrous Creature (Character)
-
- 7
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- 5
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- 7
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- 5
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- 4
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- 6
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- 5
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- 9
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- 3+
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- -
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- User
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- 2
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- Melee, Two Handed, Fleshbane, Decapitating Blow (ID on to wound of 6)
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- The Daemon has the Rage and Rampage special rules.
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- Monstrous Creature (Character)
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- 7
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- 5
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- 7
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- 5
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- 4
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- 9
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- 5+
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- Template
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- 1
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- 3
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- Heavy 1, Poisoned (2+)
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- Flying Monstrous Creature (Character)
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- 9
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- 5
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- 6
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- 5
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- 4
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- 8
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- 5
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- 10
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- -/4++
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- Melee
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- +1
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- 2
-
- Melee, Armourbane, Fleshbane, Master-Crafted, Specialist Weapon
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- 0
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- 12
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- 12
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- 10
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- 3
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- Chariot, Open-Topped
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- Flying Monsterous Creature (Character)
-
- 10
-
- 10
-
- 6
-
- 6
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- 5
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- 9
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- 6
-
- 9
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- 3+
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- -
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- D
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- AP2
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- Melee, Collossal
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-
- Flying Monsterous Creature (Character)
-
- 10
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- 10
-
- 6
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- 6
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- 5
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- 9
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- 6
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- 9
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- 3+
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- 12"
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- 6
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- 2
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- Assault 1
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- -
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- +1
-
- 3
-
- Melee, Blade King, Specialist Weapon
-
-
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- When fighting in a challenge, the bearer always hits on a 2+.
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- 3+ Armour Save, Adamantium Will. Reduce the S of any attack that targets the bearer by 1
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- -
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- User
-
- 2
-
- Melee, Decapitating Blow, Searing Gore, Specialist Weapon
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-
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-
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- Each time a model is removed as the result of an attack by this weapon, its unit immediately suffers an additional D3 S3 AP4 hits. Wounds caused by these hits are allocated starting with the closest target model to bearer.
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- -
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- +1
-
- 3
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- Melee, Sunderer of Time
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-
-
- When a model suffers any unsaved Wounds from this weapon, it is removed from play but make a note of where the model was. At the start of each of his turns, the controlling player rolls a dice; on the roll of a 4 or more the model re-enters play via Deep Strike within 12" of the point from where it was removed. If the game ends before a model returns to play in this manner, it counts as destroyed.
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- -
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- User
-
- 2
-
- Melee, Anathema, Specialist Weapon
-
-
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- To Hit rolls of a 6 are resolved at Strength D instead of the wielder's normal Strength value.
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- Add 1 to the Attacks characteristic of all models with the Daemon of Khorne special rule within 8" of the bearer.
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- -
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- *
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- -
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- Melee, Touch of Rust, Hyper-Infection
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-
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-
-
- Hits by this weapon automatically Wound, no need to roll. Use the bearer's S for Armour Pen and Instant Death.
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- 12"
-
- 1
-
- 4
-
- Assault 1, Large Blast, Poison 2+, One use only.
-
-
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- -
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- +1
-
- -
-
- Melee, Specialist Weapon, Mass Contagion
-
-
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-
-
-
-
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-
-
-
-
- Each time a model is removed as the result of this weapon, its unit must pass a Toughness test or suffer an additional wound with no armour or cover saves allowed.
-
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-
-
- Reduce the T of all models, friend or foe, by 1 whilst they are in 6" of a model accompanied by Grotti, unless they are a Daemon of Nurgle.
-
-
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-
-
- After resolving bearer's close combat attacks, add 1 model to friendly Plaguebearer units within 12" of the bearer for each enemy model that was slain. Models must be placed in coherency and more than 1" away from enemy models.
-
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-
-
- Counts as Instrument of Chaos. Whilst bearer is on the field, all enemy units are at -1 Ld.
-
-
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- -
-
- User
-
- 3
-
- Melee, Blade Blitz
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Add 2 to the bearer's Attack characteristic.
-
-
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- -
-
- User
-
- 3
-
- Melee, Soulgreed
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Each time a model is removed as a casualty as the result of an attack made by this weapon, the bearer immediately regains a Wound he lost earlier in the battle.
-
-
-
-
-
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-
-
-
-
- At the start of the Fight sub-phase, after any challenges have been issued and accepted but before any blows are struck, any model involved in a challenge with the bearer must roll 3D6 and subtract their Ld from the total. That model suffers a penalty to its WS an I equal to the result (to a minimum of 1) for the rest of the phase.
-
-
-
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-
-
- At the end of a Fight sub-phase in which the bearer slays an enemy Monster or Character, add 1 to its A for the rest of the game.
-
-
-
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- -
-
- x2
-
- 2
-
- Melee, Rending, Specialist Weapon
-
-
-
-
-
-
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-
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-
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- -
-
- User
-
- 5
-
- Melee, Agonising
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- The bearer of the Whips of Agony can re-roll all failed To Wound rolls with this weapon. Any model that suffers any unsaved Wounds from this weapon cannot make attacks for the rest of the Fight sub-phase.
-
-
-
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-
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-
- -
-
- User
-
- 4
-
- Melee, Concussive, Warp Contradiction
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per turn, when taking Psychic test, the bearer can pick up and turn all dice he has rolled to their opposide side instead (ie 1, 3, and 5 become 6, 4, and 2).
-
-
-
-
-
-
-
-
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-
-
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-
-
-
-
-
-
-
- -
-
- User
-
- *
-
- Melee, Fleshbane, Incorporeal
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- This weapon has an AP value equal to the target's Initiative value. Against targets with an I higher than 6, resolve Attacks from this weapon at AP-. Against vehicles, hits are resolved at AP1.
-
-
-
-
-
-
-
-
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-
-
-
-
-
-
-
-
-
-
-
-
-
- If your Warlord generates all his powers from the Discipline of Change, he knows all the its powers.
-
-
-
-
-
-
-
-
-
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-
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-
-
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-
-
-
-
-
-
-
-
-
-
- -
-
- User
-
- 4
-
- Melee, Soul Blaze, Warpflame
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- Template
-
- 5
-
- 3
-
- Heavy 1, Soul Blaze, Warpflame
-
-
-
-
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- 3+ Invulnerable Save. Each time wearer suffers an unsaved wound, it must pass a Leadership test or be removed from play.
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- Each time a Pink Horror in this model's unit is slain, it splits into four Blue Horrors instead of two. Each time a Blue Horror in this model's unit is slain, it splits into two pairs of Brimstone Horrors instead of one.
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- At the beginning of each turn, roll a D6; any To Hit rolls that target the model, or any models in his unit, that have the same score as the result this turn count as having rolled a 1 instead.
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- This model, and all models in its unit, have the It Will Not Die special rule.
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- 3
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- 10
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- 10
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- 3
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- Chariot, Fast, Open-Topped, Skimmer
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- All enemy units within 6" of one or more Burning Chariots that have Blue Horror Crew suffer a -1 penalty to their Leadership.
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- Infantry
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- 5
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- 4
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- 3
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- 1
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- Infantry (Character)
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- 5
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- 4
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- 3
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- 3
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-
-
-
-
-
- Beast
-
- 4
-
- 0
-
- 4
-
- 4
-
- 3
-
- 6
-
- 3
-
- 7
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- -
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- Template
-
- 4
-
- 4
-
- Assault1, Warpflame
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-
- Jump, Infantry
-
- 2
-
- 4
-
- 4
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- 4
-
- 2
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- 4
-
- 2
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- 7
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- -
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-
- Jump Infantry (Character)
-
- 2
-
- 5
-
- 4
-
- 4
-
- 2
-
- 4
-
- 2
-
- 7
-
- -
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-
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- Beast
-
- 5
-
- 0
-
- 4
-
- 4
-
- 2
-
- 4
-
- 2
-
- 7
-
- 6+
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-
- Monstrous Creature (Character)
-
- 6
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- 3
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- 6
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- 7
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- 6
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- 4
-
- 5
-
- 9
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- -
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- 4
-
- 11
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- 11
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- 10
-
- 2
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- Chariot, Fast, Open-Topped
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- Infantry (Character)
-
- 5
-
- 4
-
- 3
-
- 3
-
- 1
-
- 5
-
- 4
-
- 7
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- -
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- Gain a number of bonus Attacks equal to the number of unsaved Wounds inflicted by your Hammer of Wrath this turn.
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- Infantry (Character)
-
- 7
-
- 7
-
- 5
-
- 4
-
- 2
-
- 6
-
- 3
-
- 8
-
- 6+
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- 0
-
- 12
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- 12
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- 10
-
- 3
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- Chariot, Open-Topped
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- Infantry (Character)
-
- 5
-
- 5
-
- 5
-
- 5
-
- 2
-
- 4
-
- 3
-
- 8
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- -
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- Infantry (Character)
-
- 7
-
- 6
-
- 4
-
- 3
-
- 2
-
- 7
-
- 4
-
- 8
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- -
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- 4
-
- 11
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- 11
-
- 10
-
- 4
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- Transport, Chariot, Fast, Open-Topped
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- 4
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- 11
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- 11
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- 10
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- 2
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- Transport, Chariot, Fast, Open-Topped
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- Infantry (Character)
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- 3
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- 4
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- 3
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- 3
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- 2
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- 3
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- 2
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- 8
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- 10
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- 3
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- Chariot, Fast, Open-Topped, Skimmer
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- Flying Monstrous Creature (Character)
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- 1
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- 6
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- 5
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- 5
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- 5
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- 2
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- 1
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- 9
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- The staff allows you to re-roll a single D6 of your choice once per turn; declare before you make the re-roll. If this is used to re-roll a single dice from 2D6, 3D6, etc, the other dice in that batch cannot be re-rolled.
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- Kairos has a 4+ invulnerable save.
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- Each of Kairos Fateweaver's heads is a Psyker (Mastery Level 4). Both heads know all the powers from the Change discipline. In addition, the right head also randomly generates one power from each of the Pyromancy and Divination disciplines; the left head also randomly generates one power each from the Telepathy and Biomancy disciplines. At the start of each of his turns, declare which head Kairos Fateweaver will use that turn. Until the start of his next turn, he may only use the psychic powers known to that head. Note that as Kairos Fateweaver can only use one head at a time, he only generates the Warp Charge points for a single Mastery Level 4 Psyker, not two.
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- Beast (Character)
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- 7
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- 0
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- 5
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- 5
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- 3
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- 6
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- 4
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- 8
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- 6+
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- See Collar of Khorne. In addition, any Psyker that takes a Psychic test within 12" of Karank suffers Perils of the Warp on any double.
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- At the start of the game, before deployment, nominate one character in the enemy army; this is Karanak's quarry. Karanak re-rolls all failed To Hit and To Wound rolls against the nominated model and his unit whilst the target model is alive.
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- This model, and all models in its unit, have the Rage special rule.
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- Monstrous Creature (Character)
-
- 9
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- 6
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- 6
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- 6
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- 5
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- 10
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- 6
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- 9
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- 4
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- 3
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- 10
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- 13
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- 13
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- 11
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- 3
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- 4
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- 9
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- Vehicle(Super-Heavy Walker)
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- -
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- D
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- 1
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- Melee
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- For every Hull Point the Khorne Lord of Skulls has lost, it gains an
-additional Attack, even if that Hull Point is later regained (keep a note on your roster).
-Note that its Attacks characteristic cannot exceed 10.
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- A Khorne Lord of Skulls may Tank Shock or Ram using the
-Thunderblitz table (see the Super-heavy Vehicles section), in the same manner as a
-Super-heavy vehicle, but it may not make Stomp attacks.
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- Hellstorm
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- 8
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- 3
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- Primary weapon 1
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- 48
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- 7
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- 2
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- Primary weapon 1, Large Blast
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- Hellstorm
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- 9
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- 3
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- Primary weapon 1, Gets Hot, Instant Death
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- 48
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- 8
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- 3
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- Heavy 12, Pinning
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- 60
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- 9
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- 3
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- Primary Weapon 1, Apocalyptic Blast, Gnaw
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- Successful saving throws against this weapon must be re-rolled.
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- Monsterous Creature (Character)
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- 6
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- 24"
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- Heavy 1, Large Blast, Poisoned (4+)
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- At the start of each of your turns, one Nurgling swarm within 6" of Ku'gath automatically regains a single Wound lost earlier in the battle.
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- Flying Monstrous Creature (Character)
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- 6
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- Infantry
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- 3
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- If a friendly unit of Pink Horrors suffers any casualties, the slain Horrors will split and create Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks). Two Blue Horrors are created for each slain Pink Horror - if there is already a friendly Blue HOrror unit within 6" of the Pink Horrors, add the newly created Blue Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Pink Horrors. If a rule causes a whole unit of Pink Horrors to be removed at once (excluding Daemonic Instability), you can immediately create a unit of Blue HOrrors, just before removing the last model from the Pink Horrors unit. The unit of Blue Horrors has two models for each model in the unit of Pink Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Pink Horrors unit.
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- Infantry
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- 3
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- 3
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- 3
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- 1
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- Infantry (Character)
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- 3
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- 3
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- 3
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- 1
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- Jet Pack Cavalry
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- 3
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- 3
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- 4
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- 5
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- 3
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- 2
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- 3
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- 7
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- -
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- Jet Pack Cavalry (Character)
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- 3
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- 3
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- 4
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- 5
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- 3
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- 7
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- 12"
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- User
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- Assault 2, Poisoned (4+)
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- Close combat attacks made by a model with a Rot Proboscis have the Poisoned (3+) special rule.
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- Before rolling To Hit, nominate one of this model's attacks to be made with the Venom Sting and roll it separately. This attack has the Instand Death special rule.
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- Infantry
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- 3
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- 3
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- 4
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- 4
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- 1
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- 2
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- 1
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- Infantry (Character)
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- 3
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- Gargantuan Creature
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- 9
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- 3
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- 8
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- 9
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- 6
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- 3
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- 5
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- 10
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- -/3++
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- Hellstorm
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- 5
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- 4
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- Assault 1
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- May only move 6" instead of 12"
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- Has feel no pain (4+) and is equipped with assault and defensive grenades. Gains +D3 attacks when charging. All models with a toughness value within 6" at the start of the controlling players turn, that are not Daemons or have the mark of Nurgle,must take a toughness test or suffer a wound with no armour or cover saves allowed.
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- 3
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- Meele, Unwieldy
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- Gains D6+3 extra attacks in CC using the profile provided.
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- User
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- 1
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- Meele, Contagion, Specialist Weapon
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- A model that suffers an unsaved wound from a weapon with this rule must pass a toughness test or or suffer an additional wound with not armour or cover saves allowed.
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- -
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- 5
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- 2
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- Melee, Armourbane
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- Jetbikes
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- 3
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- 0
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- 4
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- 4
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- 2
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- 4
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- 3
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- 7
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- -
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- 4
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- 11
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- 11
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- 10
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- 2
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- Transport, Chariot, Fast, Open-Topped
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- Cavalry
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- 5
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- 3
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- 3
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- 1
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- 3
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- Cavalry (Character)
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- 5
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- 4
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- 3
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- 3
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- 1
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- 7
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- 5
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- 12
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- 12
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- 10
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- 3
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- Chariot, Open-Topped
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- 36"
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- 8
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- 5
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- Heavy 1, Dreadskulls, Ignores Cover, Large Blast
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- Infantry (Character)
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- 9
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- 9
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- 5
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- 4
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- 2
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- 9
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- 4
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- 8
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- 3+
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- User
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- 3
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- Melee, Decapitating Blow, Soul Blaze
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- This grants Skulltaker a 3+ Armour Save and the Eternal Warrior special rule.
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- Monstrous Creature (Character)
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- 10
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- 10
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- 6
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- 6
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- 5
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- 10
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- 6
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- 9
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- 3+
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- User
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- 2
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- Melee, Fleshbane
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- User
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- 2
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- Melee, Fleshbane
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- Skarbrand, and all units (friend or foe) within 12" of Skarbrand have the Rage and Hatred special rules.
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- 3
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- 3
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- 6
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- 13
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- 13
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- 11
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- 3
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- 4
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- 4
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- Vehicle (Walker)
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- 48"
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- 7
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- 4
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- Heavy 3, Skyfire
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- 7
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- x2
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- 2
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- Melee, Specialist Weapon, Unwieldy
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- 36"
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- 8
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- 3
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- Ordnance 1, Large Blast
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- Template
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- 6
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- 4
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- Assault 1, Torrent
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- 24"
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- 10
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- 1
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- Heavy 1
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- User
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- 3
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- Melee, Master-crafted, Specialist Weapon
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- Jetbike (Character)
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- 3
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- 4
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- 3
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- 3
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- 2
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- 3
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- 1
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- 8
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- -
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- At the start of each friendly Psychic Phase, choose a Psychic Discipline from the BRB and roll a D6. This turn, the Blue Scribes automatically manifest that power without the need for a psychic test (they cannot swap it for the Primaris Power). This power is treated as having been manifested by the minimum amount of Warp Charge points required to manifest the power, for the purposes of Deny the Witch rolls. Note that the Blue Scribes are not Psykers for the purposes of any special rules that target Psykers.
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- Each time an enemy Psyker successfully manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each of your turns, roll a D6 for each syphon token next to the Blue Scribes; for each 6 rolled, one friendly psyker within 12" of the Blue Scribes immediately gains a Warp Charge point. Then remove all syphon tokens from the board.
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- Infantry (Character)
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- 3
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- 4
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- 3
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- 3
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- At the start of each Fight sub-phase, the Changeling may choose a single non-vehicle enemy model in base contact and change any or all of his WS, S, T, I, and/or A characteristics to match those of the chosen foe, until the end of the current turn.
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- Infantry (Character)
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- 7
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- 6
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- 4
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- 3
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- 2
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- 7
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- 5
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- 8
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- At the start of each of the controlling player's Shooting phases, the Masque must choose one dance to perform. These abilities target one unengaged, non-vehicle enemy unit within 12" within the Masque's line of sight.
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-The Dance of Caging: Until the start of the Masque's next shooting phase, the target unit suffers a -5 penalty to WS (to a minimum of 1) and can only move, run, charge, and fall back D3".
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-The Dance of Death: The target unit suffers a number of S1 hits equal to the number of models in the unit. These hits are resolved at AP2, and have the Ignores Cover special rule - allocate any Wound as for a shooting attack.
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-The Dance of Dreaming: Until the start of the Masque's next Shooting phase, the target unit suffers a -5 penalty to their BS (to a minimum of 1) and cannot fire Overwatch.
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- The Masque of Slaanesh re-rolls all failed invulnerable saves.
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- Flying Monsterous Creature (Character)
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- 10
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- 10
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- 6
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- 6
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- 5
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- 9
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- 6
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- 3+
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- Template
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- 5
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- 4
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- Assault 1, Soul Blaze
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- 12"
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- 7
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- 2
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- Assault D3
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- User
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- 2
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- Melee, Specialist Weapon
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- Gargantuan Creature
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- 10
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- 3
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- 7
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- -/3++
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- 36"
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- 6
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- Assault D6, Pinning
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- It re-rolls all failed To-hit and To-wound rolls in combat and is equipped with assault grenades when charging. When charging into an assault, it gets +D3 attacks.
-Any non-Fearless unit in CC with this unit must pass a leadership check or be unable to strike blows that turn. Roll once for the unit, with IC's rolled separately.
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- User
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- 1
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- Meele, Souleater, Specialist Weapon
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- At the end of any fight sub-phase where this weapon has inflicted an unsaved wound, roll a D6. on a 2+, the bearer gains an additional wound (up to a max of 10).
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- Jump Infantry (Character)
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- 4
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- 7
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- -/5++
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- 18"
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- 9
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- 2
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- Heavy D3, Warpflame
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- 5
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- Heavy 1, Torrent, Warpflame
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- Infantry (Character)
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- 5
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- 5
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- 5
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- 5
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- 4
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- 4
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- 4
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- 9
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- Whilst Epidemius is alive, keep a count of all unsaved Wounds caused by the psychic powers, shooting, and close combat attacks of Daemons of Nurgle (friend or foe) - even those that are negated by means other than saving throws, such as Feel no Pain. At the start of each of your turns, consult the table below to determine the effect of the Tally of Pestilence. All Daemons of Nurgle in units within 6" of Epidemius recieve the bonus characteristic or special rule shown below. All effects from the Tally of Pestilence are cumulative.
-
-Wounds / Effect
-0-6 No effect
-7+ +1 Strength
-14+ +1 Toughness
-21+ Poisoned (2+) special rule
-28+ Feel No Pain (4+) special rule
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- An icon of fire is an Icon of Chaos. All close combat attacks made by Daemons of Tzeentch in a unit equipped with an icon of fire have the Soul Blaze special rule.
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- An Arcane Icon is an Icon of Chaos. In addition, all models in a unit equipped with an Arcane Icon have the Adamantium Will special rule.
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- Infantry (Character)
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- 5
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- 4
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- 3
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- 3
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- 1
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- 5
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- 4
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- 7
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- -
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- The Oracular Dais is a Disc of Tzeentch. At the start of each of your turns, you can choose one friendly unit with the Chaos Daemons faction that is in Reserve to automatically pass its Reserve Roll.
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- Artificer Armour confers a 2+ Armour save.
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- Combat shields and boarding shields confer a 6+ invulnerable save, increasing to 5+ in close combat.
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- This mode makes 2 additional Str 4 AP3 attacks at WS 5 each assault phase. These are done Initiative step 4 (does not grant an extra pile in). On a successful charge, the strength is increased to 5.
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- The invunerable save is 3+
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+
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+
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+
+
+
+ Monstrous Creature (Character)
+ 6
+ 3
+ 6
+ 8
+ 7
+ 9
+ 4
+ 9
+ -
+
+
+
+
+
+ Cor’bax’s vast maw opens wide enough to swallow enemies whole. When fighting against infantry models, any To Hit rolls of 5 or 6 made in the Assault phase by Cor’bax have the Instant Death special rule. Roll to wound and save with these attacks separately.
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-
+
+ Cor’bax Utterblight’s corporeal form is little more than a mass of roiling gelatinous and pestilential flesh, which makes him even harder to harm than many of his Daemon kin and allows him to seethe across the battlefield like a destroying tide of plague.
+
+Cor’bax Utterblight inflicts D3 Hammer of Wrath hits when charging. He ignores all dangerous terrain and difficult terrain. He counts as being armed with assault grenades when charging. In addition, if he is destroyed replace his model with the Massive Blast (7") template. All models under the template that do not have the Daemon of Nurgle special rule suffer a single Poisoned (4+) AP 4 hit.
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+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 1
+ 6
+ 13
+ 12
+ 10
+ 4
+ 3
+ 3
+ Vehicle (Walker)
+
+
+
+
+
+ When charging into Assault, the Blood Slaughterer gains +D3 attacks instead.
+
+
+ It must always move as fast as possible towards the closest visible enemy and must consolidate towards the closest visible enemy. If it chooses to run during the shooting phase, it must be towards the closest visible enemy. Does not apply if there are no visible enemies.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 8
+ 3
+ Assault 1, Impaler
+
+
+
+
+
+ Drags the target model into Close Combat. Counts as a shooting attack that hits on a 4+. If successfuly hit or penetrating (and the target survives), move the target 2D6" straight towards the Blood Slaughterer.
+Cannot drag model through obstructions it cannot normally pass through and stops 1" away from the obstruction.
+
+Super-heavies, Gargantuan Creatures and buildings cannot be dragged by the impaler.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add +1 to the Str D table result when rolling against enemy Monstrous and Gargantuan Creatures.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ An enemy model within 6" of a vehicle with this special rule cannot fire Overwatch.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Confers Daemon (aligned with Khorne) and Hatred (Slaanesh). May re-roll the dice to determine the number of Stomp attacks and gains +D3 attacks on the charge instead of +1.
+
+
+
+
+
+
+
+
+
+
+
+
+ Confers Daemon (aligned with Tzeentch) and Hatred (Nurgle). May re-roll failed to hit rolls of 1 and Heavy stubber guns gain Soul-Blaze.
+
+
+
+
+
+
+
+
+
+
+
+
+ Confers Daemon (Aligned with Nurgle) and Hatred (Tzeentch). Gains It Will Not Die!
+
+
+
+
+
+
+
+
+
+
+
+
+ Gains Daemon (aligned with Slaanesh) and Hatred (Khorne). All models in base contact with the knight at the start of the fight sub-phase must pass a Leadership check at -2 or be reduced to I1 for the rest of the fight.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ When a Blight drone loses its last HP, it always explodes instead of wrecks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add +1 to the Str D table result when rolling against enemy Monstrous and Gargantuan Creatures.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ An enemy model within 6" of a vehicle with this special rule cannot fire Overwatch.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Confers Daemon (aligned with Khorne) and Hatred (Slaanesh). May re-roll the dice to determine the number of Stomp attacks and gains +D3 attacks on the charge instead of +1.
+
+
+
+
+
+
+
+
+
+
+
+
+ Confers Daemon (aligned with Tzeentch) and Hatred (Nurgle). May re-roll failed to hit rolls of 1 and Heavy stubber guns gain Soul-Blaze.
+
+
+
+
+
+
+
+
+
+
+
+
+ Confers Daemon (Aligned with Nurgle) and Hatred (Tzeentch). Gains It Will Not Die!
+
+
+
+
+
+
+
+
+
+
+
+
+ Gains Daemon (aligned with Slaanesh) and Hatred (Khorne). All models in base contact with the knight at the start of the fight sub-phase must pass a Leadership check at -2 or be reduced to I1 for the rest of the fight.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Kytan may assault another unit if the unit it was shooting at was killed in the previous phase.
-
-
-
-
-
-
-
-
-
-
-
+
+ Once per game, at the start of any shooting or assault phase, the model may activate its Daemonforge.
+
+Until the end of that phase, the model in question may re-roll all its failed to-wound/armour penetration rolls.
+At the end of the phase in which this is used, roll a D6. On a 1 the model immediately loses a Hull Point with no save allowed.
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 3
+ 3
+ 1
+ 1
+ 2
+ 3
+ 2
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 1
+ Change
+
+
+
+
+
+ A unit of 11-20 Blue Horrors generates 2 Warp Charge points instead of 1.
-
-
-
-
-
-
-
-
-
-
-
+
+ If a friendly unit of Pink Horrors suffers any casualties, the slain Horrors will split and create Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks). Two Blue Horrors are created for each slain Pink Horror - if there is already a friendly Blue HOrror unit within 6" of the Pink Horrors, add the newly created Blue Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Pink Horrors. If a rule causes a whole unit of Pink Horrors to be removed at once (excluding Daemonic Instability), you can immediately create a unit of Blue HOrrors, just before removing the last model from the Pink Horrors unit. The unit of Blue Horrors has two models for each model in the unit of Pink Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Pink Horrors unit.
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 3
+ 3
+ 2
+ 2
+ 1
+ 3
+ 1
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3
+ 8
+ 13
+ 12
+ 11
+ 3
+ 2
+ 3
+ Vehicle (Walker)
+
+
+
+
+
+ Whenever the Decimator suffers a Weapon Destroyed or Immobilized result, it can be ignored on a D6 roll of 5+
+If the Decimator is wrecked (but not exploded), place it on its back, side or leave a marker on the table to represent its position.
+
+At the start of the controlling players subsequent turns, before movement, roll a D6. On a 6 the model returns to play (as close to the original location but 1" away from an enemy) as though it has just Deep Struck in with all of its weapons and mobility restored and D3 Hull Points. On a 1, the Decimator is permamently wrecked.
+
+On a roll of a 2-5, it remains wrecked but the controlling player may attempt to roll for Unholy Vigor on their next turn.
-
-
-
-
-
-
-
-
-
-
-
+
+ Ignores Crew Shaken and Stunned results on a 2+
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ May re-roll all To Hit rolls of 1 with its Flaming attakcs and its Heavy flamers gain Soul Blaze
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ 8
+ 4
+ Heavy 4
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ 6
+ 3
+ Heavy D3+2
+
+
+
+
+
+
+
+
+
+
+
+ 24"
+ 5
+
+ Ordnance 1, Large Blast (5"), Rending
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Up to 18"
+ 6
+ -
+ Heavy 1, Large Blast (5"), Firing Calibration
+
+
+
+
+ 18"-42"
+ 8
+ 4
+ Heavy 1, Large Blast (5"), Firing Calibration
+
+
+
+
+ 42"-72"
+ 10
+ 1
+ Heavy 1, Large Blast (5"), Firing Calibration
+
+
+
+
+
+ The weapon may not be fired if the model has moved that turn, regardless of unit type, embarked in a vehicle, Relentless or Slow and Purposeful
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 2
+ Melee, Shred, Smash
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 2
+ Melee, Shred, Smash
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Monstrous Creature
+ 4
+ 0
+ 6
+ 6
+ 4
+ 3
+ D6+2
+ 10
+ 4+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3
+ 10
+ 14
+ 13
+ 10
+ 3
+ 6
+ 9
+ Super-heavy Walker
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ 6
+ 3
+ Heavy 10
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 24"
+ 10
+ 2
+ Primary Weapon 1, Large Blast, Ignores Cover
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Template
+ 6
+ 3
+ Assault 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 2
+ 6
+ 13
+ 13
+ 11
+ 2
+ 4
+ 4
+ Vehicle (Walker)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Template
+ 5
+ 3
+ Assault 1, Poisoned (3+)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ 6
+ 3
+ Ordnance 1, Rending, Large Blast (5")
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ x2
+ 2
+ Meele, Unwieldy, Specialist Weapon, Melee
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 3
+ Melee, Master-Crafted, Specialist Weapon
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 9
+ 5
+ 7
+ 7
+ 6
+ 9
+ 5
+ 10
+ -
+
+
+
+
+
+ Samus must enter play via deep strike (and must start in reserve). If a model with the character type is slain before Samus enters play, place a counter within 3" of the model. If the player wishes to, on the turn Samus enters play he may Deep strike at one of these counters. If he does so, he deep strikes without scattering (provided he can deep strike without hitting either friendly orwithin 1" of enemy models).
-
-
-
-
-
-
-
-
-
-
-
+
+ 1.If Samus is part of your army, all enemy reserve rolls are -1 regardless. If the opponent has ongoing reserves, a unit may fail to arrive on a D6 roll of a 1.
+
+2. If Samus is part of your army, then the Warp Charge cost of any blessing psychic powers are increased by +1.
+
+3. Any model in combat with, or taking a fear test to charge at Samus will have their Ld halved unless they are fearless or stubborn.
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 2
+ Melee, Armourbane, Murderous Strike
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Monstrous Creature
+ 5
+ 1
+ 7
+ 6
+ 4
+ 4
+ 3
+ 5
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flying Gargantuan Creature
+ 9
+ 6
+ 8
+ 8
+ 9
+ 9
+ 5
+ 10
+ -/3++
+
+
+
+
+
+ Must generate a total of four powers, two from the Discipline of Change (ignoring the maximum limit). Others may be from the other disciplines in the BRB.
-
-
-
-
-
-
-
-
-
-
-
+
+ Shooting attack with 48" and LoS of Aetaos, using 5" Large Blast marker. Place D6+3 Pink horrors where the attack lands. They deploy using Deep Strike rules, but may not shoot.
+
+If there is no space for the pink horrors, or no models, they are then destroyed. The pink horrors do not count towards point cost and are worth no victory points.
-
-
-
-
-
-
-
-
-
-
-
+
+ Any successful deny the witch can then be bounced onto the original caster at 4+ on a D6. These attacks hit automatically and in occasions where both must take a test, Aetaos counts as being the user.
-
-
-
-
-
-
-
-
-
-
-
+
+ If another Greater Daemon, Daemon Prince or Daemon Lord is within 18" at the beginning of the controlling players shooting phase, Aetaos must direct all of his ranged attacks at them instead (Regardless of if they're friend or foe).
-
-
-
-
-
-
-
-
-
-
-
+
+ Mastery Level 4, power generation as listed in Chosen of Tzeentch.
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infinite
+ -
+ 3
+ Apocalyptic Barrage (6+D3), Haywire, Posion 4+
+
+
+
+
+
+ Aetaos must remain stationary to use and cannot use when in an assault. Aetaos must pass a Ld check for each usage of the staff. If passed, the barrage goes as planned. If failed, the opponent gets to target the attack.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flying Gargantuan Creature
+ 10
+ 4
+ 10
+ 8
+ 8
+ 5
+ 7
+ 10
+ 2+/3++
+
+
+
+
+ Confers a 2+ armour save
+
+
+
+
+ 12'
+ 7
+ 3
+ Assault 2
+
+
+
+
+
+ An'ggrath must charge if an enemy is in range at the start of the assault phase.
-
-
-
-
-
-
-
-
-
-
-
+
+ Counts as being equipped with assault grenades when charging. Receives an additional +D6 attacks on the charge. Passes Deny the Witch on a 2+
-
-
-
-
-
-
-
-
-
-
-
- A model with this rule piles in and fights at Initiative 1.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Monstrous Creature (Character)
+ 7
+ 5
+ 7
+ 5
+ 4
+ 6
+ 5
+ 9
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 2
+ Melee, Two Handed, Fleshbane, Decapitating Blow (ID on to wound of 6)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Daemon has the Rage and Rampage special rules.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Monstrous Creature (Character)
+ 7
+ 5
+
+ 7
+ 5
+ 4
+
+ 9
+ 5+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Template
+ 1
+ 3
+ Heavy 1, Poisoned (2+)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flying Monstrous Creature (Character)
+ 9
+ 5
+ 6
+ 5
+ 4
+ 8
+ 5
+ 10
+ -/4++
+
+
+
+
+ Melee
+ +1
+ 2
+ Melee, Armourbane, Fleshbane, Master-Crafted, Specialist Weapon
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0
+ 12
+ 12
+ 10
+ 3
+ Chariot, Open-Topped
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flying Monsterous Creature (Character)
+ 10
+ 10
+ 6
+ 6
+ 5
+ 9
+ 6
+ 9
+ 3+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ D
+ AP2
+ Melee, Collossal
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flying Monsterous Creature (Character)
+ 10
+ 10
+ 6
+ 6
+ 5
+ 9
+ 6
+ 9
+ 3+
+
+
+
+
+ 12"
+ 6
+ 2
+ Assault 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ 3
+ Melee, Blade King, Specialist Weapon
+
+
+
+
+
+ When fighting in a challenge, the bearer always hits on a 2+.
-
-
-
-
-
-
-
-
-
-
-
- A model that suffers an unsaved Wound from this weapon must immediately pass a Toughness test or suffer an additional Wound with no armour or cover saves alowed.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3+ Armour Save, Adamantium Will. Reduce the S of any attack that targets the bearer by 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 2
+ Melee, Decapitating Blow, Searing Gore, Specialist Weapon
+
+
+
+
+
+ Each time a model is removed as the result of an attack by this weapon, its unit immediately suffers an additional D3 S3 AP4 hits. Wounds caused by these hits are allocated starting with the closest target model to bearer.
-
-
-
-
-
-
-
-
-
-
-
- When a unit with an Instrument of Chaos successfully passes its reserve roll, you can choose another unit of Daemons, which has yet to make a reserve roll this turn, to arrive as well.
-
-Instruments of Chaos can affect certain results on the Warp Storm table:
-
-If you roll Khorne's Wrath, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Khorne model with an Instrument of Chaos currently on the table.
-
-If you roll Storm of Fire, you may re-roll a single dice roll to determine if a unit is hit or not for each firendly Daemon of Tzeentch model with an Instrument of Chaos currently on the table.
-
-If you roll Rot, Glorious Rot, you may re-roll a single dice roll to determine if a unit is hit or not for each firendly Daemon of Nurgle model with an Instrument of Chaos currently on the table.
-
-If you roll The Dark Prince Thirsts, you may re-roll a single dice roll to determine if a unit is hit or not for each firendly Daemon of Slaanesh model with an Instrument of Chaos currently on the table.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ 3
+ Melee, Sunderer of Time
+
+
+
+
+
+ When a model suffers any unsaved Wounds from this weapon, it is removed from play but make a note of where the model was. At the start of each of his turns, the controlling player rolls a dice; on the roll of a 4 or more the model re-enters play via Deep Strike within 12" of the point from where it was removed. If the game ends before a model returns to play in this manner, it counts as destroyed.
-
-
-
-
-
-
-
-
-
-
-
- if a friendly unit of Blue Horrors suffers any casualties, the slain Horrors will split and create Brimstone Horrors at the end of that phase (after all other units have performed their actions and made their attacks). One model is created for each slain Blue Horror - if there is already a friendly Brimstone Horror unit within 6" of the Blue Horrors, add the newly created Brimstone Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Blue Horrors. If a rule causes a whole unit of Blue Horrors to be removed at once (excluding Daemonic Instabilities), you can immediately create a unit of Brimstone Horrors just before removing the last model from the Blue Horrors unit. The unit of Brimstone Horrors has one model for each model in the unit of Blue Horrors at the point as which it was removed, and must be set up with all models within 6" of the last model from the Blue Horrors unit.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 2
+ Melee, Anathema, Specialist Weapon
+
+
+
+
+
+ To Hit rolls of a 6 are resolved at Strength D instead of the wielder's normal Strength value.
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Add 1 to the Attacks characteristic of all models with the Daemon of Khorne special rule within 8" of the bearer.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ *
+ -
+ Melee, Touch of Rust, Hyper-Infection
+
+
+
+
+
+ Hits by this weapon automatically Wound, no need to roll. Use the bearer's S for Armour Pen and Instant Death.
-
-
-
-
-
-
-
-
-
-
-
- The Warlord's Melee weapons have the Instant Death special rule.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 1
+ 4
+ Assault 1, Large Blast, Poison 2+, One use only.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ +1
+ -
+ Melee, Specialist Weapon, Mass Contagion
+
+
+
+
+
+ Each time a model is removed as the result of this weapon, its unit must pass a Toughness test or suffer an additional wound with no armour or cover saves allowed.
-
-
-
-
-
-
-
-
-
-
-
- Place a marker next to each unit that takes one or more hits from this attack. Friendly Daemon units that charge a unit so marked do not suffer an Initiative penalty if charging through difficult terrain. Remove any Dreadskulls markers at the end of the Assault phase.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Reduce the T of all models, friend or foe, by 1 whilst they are in 6" of a model accompanied by Grotti, unless they are a Daemon of Nurgle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ After resolving bearer's close combat attacks, add 1 model to friendly Plaguebearer units within 12" of the bearer for each enemy model that was slain. Models must be placed in coherency and more than 1" away from enemy models.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Counts as Instrument of Chaos. Whilst bearer is on the field, all enemy units are at -1 Ld.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 3
+ Melee, Blade Blitz
+
+
+
+
+
+ Add 2 to the bearer's Attack characteristic.
-
-
-
-
-
-
-
-
-
-
-
- All enemy units within 6" of one or more Burning Chariots that have Blue Horror Crew suffer a -1 penalty to their Leadership.
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 3
+ Melee, Soulgreed
+
+
+
+
+
+ Each time a model is removed as a casualty as the result of an attack made by this weapon, the bearer immediately regains a Wound he lost earlier in the battle.
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At the start of the Fight sub-phase, after any challenges have been issued and accepted but before any blows are struck, any model involved in a challenge with the bearer must roll 3D6 and subtract their Ld from the total. That model suffers a penalty to its WS an I equal to the result (to a minimum of 1) for the rest of the phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ At the end of a Fight sub-phase in which the bearer slays an enemy Monster or Character, add 1 to its A for the rest of the game.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
- Once per game, the unit charges 6+D6".
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ x2
+ 2
+ Melee, Rending, Specialist Weapon
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 5
+ Melee, Agonising
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ The bearer of the Whips of Agony can re-roll all failed To Wound rolls with this weapon. Any model that suffers any unsaved Wounds from this weapon cannot make attacks for the rest of the Fight sub-phase.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 4
+ Melee, Concussive, Warp Contradiction
+
+
+
+
+
+ Once per turn, when taking Psychic test, the bearer can pick up and turn all dice he has rolled to their opposide side instead (ie 1, 3, and 5 become 6, 4, and 2).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ *
+ Melee, Fleshbane, Incorporeal
+
+
+
+
+
+ This weapon has an AP value equal to the target's Initiative value. Against targets with an I higher than 6, resolve Attacks from this weapon at AP-. Against vehicles, hits are resolved at AP1.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If your Warlord generates all his powers from the Discipline of Change, he knows all the its powers.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 4
+ Melee, Soul Blaze, Warpflame
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ Template
+ 5
+ 3
+ Heavy 1, Soul Blaze, Warpflame
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3+ Invulnerable Save. Each time wearer suffers an unsaved wound, it must pass a Leadership test or be removed from play.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+ Each time a Pink Horror in this model's unit is slain, it splits into four Blue Horrors instead of two. Each time a Blue Horror in this model's unit is slain, it splits into two pairs of Brimstone Horrors instead of one.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+ At the beginning of each turn, roll a D6; any To Hit rolls that target the model, or any models in his unit, that have the same score as the result this turn count as having rolled a 1 instead.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+ This model, and all models in its unit, have the It Will Not Die special rule.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 10
+ 10
+ 10
+ 3
+ Chariot, Fast, Open-Topped, Skimmer
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+ All enemy units within 6" of one or more Burning Chariots that have Blue Horror Crew suffer a -1 penalty to their Leadership.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 5
+ 4
+ 3
+ 3
+ 1
+ 5
+ 2
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 4
+ 3
+ 3
+ 1
+ 5
+ 3
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Beast
+ 4
+ 0
+ 4
+ 4
+ 3
+ 6
+ 3
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Template
+ 4
+ 4
+ Assault1, Warpflame
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Jump, Infantry
+ 2
+ 4
+ 4
+ 4
+ 2
+ 4
+ 2
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Jump Infantry (Character)
+ 2
+ 5
+ 4
+ 4
+ 2
+ 4
+ 2
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Beast
+ 5
+ 0
+ 4
+ 4
+ 2
+ 4
+ 2
+ 7
+ 6+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Monstrous Creature (Character)
+ 6
+ 3
+ 6
+ 7
+ 6
+ 4
+ 5
+ 9
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 11
+ 11
+ 10
+ 2
+ Chariot, Fast, Open-Topped
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 4
+ 3
+ 3
+ 1
+ 5
+ 4
+ 7
+ -
+
+
+
+
+
+ Gain a number of bonus Attacks equal to the number of unsaved Wounds inflicted by your Hammer of Wrath this turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 7
+ 7
+ 5
+ 4
+ 2
+ 6
+ 3
+ 8
+ 6+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 0
+ 12
+ 12
+ 10
+ 3
+ Chariot, Open-Topped
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 5
+ 5
+ 5
+ 2
+ 4
+ 3
+ 8
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 7
+ 6
+ 4
+ 3
+ 2
+ 7
+ 4
+ 8
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 11
+ 11
+ 10
+ 4
+ Transport, Chariot, Fast, Open-Topped
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 11
+ 11
+ 10
+ 2
+ Transport, Chariot, Fast, Open-Topped
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 3
+ 4
+ 3
+ 3
+ 2
+ 3
+ 2
+ 8
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 10
+ 10
+ 10
+ 3
+ Chariot, Fast, Open-Topped, Skimmer
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flying Monstrous Creature (Character)
+ 1
+ 6
+ 5
+ 5
+ 5
+ 2
+ 1
+ 9
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ The staff allows you to re-roll a single D6 of your choice once per turn; declare before you make the re-roll. If this is used to re-roll a single dice from 2D6, 3D6, etc, the other dice in that batch cannot be re-rolled.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ Kairos has a 4+ invulnerable save.
+
+
+ Each of Kairos Fateweaver's heads is a Psyker (Mastery Level 4). Both heads know all the powers from the Change discipline. In addition, the right head also randomly generates one power from each of the Pyromancy and Divination disciplines; the left head also randomly generates one power each from the Telepathy and Biomancy disciplines. At the start of each of his turns, declare which head Kairos Fateweaver will use that turn. Until the start of his next turn, he may only use the psychic powers known to that head. Note that as Kairos Fateweaver can only use one head at a time, he only generates the Warp Charge points for a single Mastery Level 4 Psyker, not two.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Beast (Character)
+ 7
+ 0
+ 5
+ 5
+ 3
+ 6
+ 4
+ 8
+ 6+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ See Collar of Khorne. In addition, any Psyker that takes a Psychic test within 12" of Karank suffers Perils of the Warp on any double.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ At the start of the game, before deployment, nominate one character in the enemy army; this is Karanak's quarry. Karanak re-rolls all failed To Hit and To Wound rolls against the nominated model and his unit whilst the target model is alive.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ This model, and all models in its unit, have the Rage special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Monstrous Creature (Character)
+ 9
+ 6
+ 6
+ 6
+ 5
+ 10
+ 6
+ 9
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ 4
+ 3
+ 10
+ 13
+ 13
+ 11
+ 3
+ 4
+ 9
+ Vehicle(Super-Heavy Walker)
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ -
+ D
+ 1
+ Melee
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+ For every Hull Point the Khorne Lord of Skulls has lost, it gains an
+additional Attack, even if that Hull Point is later regained (keep a note on your roster).
+Note that its Attacks characteristic cannot exceed 10.
+
+
+ A Khorne Lord of Skulls may Tank Shock or Ram using the
+Thunderblitz table (see the Super-heavy Vehicles section), in the same manner as a
+Super-heavy vehicle, but it may not make Stomp attacks.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Hellstorm
+ 8
+ 3
+ Primary weapon 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 48
+ 7
+ 2
+ Primary weapon 1, Large Blast
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Hellstorm
+ 9
+ 3
+ Primary weapon 1, Gets Hot, Instant Death
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 48
+ 8
+ 3
+ Heavy 12, Pinning
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 60
+ 9
+ 3
+ Primary Weapon 1, Apocalyptic Blast, Gnaw
+
+
+
+
+
+ Successful saving throws against this weapon must be re-rolled.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Monsterous Creature (Character)
+ 6
+ 3
+ 6
+ 7
+ 7
+ 4
+ 6
+ 9
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ 24"
+ -
+ 3
+ Heavy 1, Large Blast, Poisoned (4+)
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ At the start of each of your turns, one Nurgling swarm within 6" of Ku'gath automatically regains a single Wound lost earlier in the battle.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flying Monstrous Creature (Character)
+ 6
+ 6
+ 6
+ 6
+ 5
+ 6
+ 5
+ 9
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 3
+ 3
+ 3
+ 3
+ 4
+ 3
+ 4
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ If a friendly unit of Pink Horrors suffers any casualties, the slain Horrors will split and create Blue Horrors at the end of that phase (after all other units have performed their actions and made their attacks). Two Blue Horrors are created for each slain Pink Horror - if there is already a friendly Blue HOrror unit within 6" of the Pink Horrors, add the newly created Blue Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Pink Horrors. If a rule causes a whole unit of Pink Horrors to be removed at once (excluding Daemonic Instability), you can immediately create a unit of Blue HOrrors, just before removing the last model from the Pink Horrors unit. The unit of Blue Horrors has two models for each model in the unit of Pink Horrors at the point at which it is removed, and must be set up with all models within 6" of the last model from the Pink Horrors unit.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 3
+ 3
+ 3
+ 3
+ 1
+ 3
+ 1
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 3
+ 3
+ 3
+ 3
+ 1
+ 3
+ 2
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Jet Pack Cavalry
+ 3
+ 3
+ 4
+ 5
+ 3
+ 2
+ 3
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Jet Pack Cavalry (Character)
+ 3
+ 3
+ 4
+ 5
+ 3
+ 2
+ 4
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ User
+ -
+ Assault 2, Poisoned (4+)
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Close combat attacks made by a model with a Rot Proboscis have the Poisoned (3+) special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Before rolling To Hit, nominate one of this model's attacks to be made with the Venom Sting and roll it separately. This attack has the Instand Death special rule.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry
+ 3
+ 3
+ 4
+ 4
+ 1
+ 2
+ 1
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 3
+ 3
+ 4
+ 4
+ 1
+ 2
+ 2
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Gargantuan Creature
+ 9
+ 3
+ 8
+ 9
+ 6
+ 3
+ 5
+ 10
+ -/3++
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ Hellstorm
+ 5
+ 4
+ Assault 1
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ May only move 6" instead of 12"
+
+
+ Has feel no pain (4+) and is equipped with assault and defensive grenades. Gains +D3 attacks when charging. All models with a toughness value within 6" at the start of the controlling players turn, that are not Daemons or have the mark of Nurgle,must take a toughness test or suffer a wound with no armour or cover saves allowed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 3
+ -
+ Meele, Unwieldy
+
+
+
+
+
+ Gains D6+3 extra attacks in CC using the profile provided.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 1
+ Meele, Contagion, Specialist Weapon
+
+
+
+
+
+ A model that suffers an unsaved wound from a weapon with this rule must pass a toughness test or or suffer an additional wound with not armour or cover saves allowed.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ 5
+ 2
+ Melee, Armourbane
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Jetbikes
+ 3
+ 0
+ 4
+ 4
+ 2
+ 4
+ 3
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 4
+ 11
+ 11
+ 10
+ 2
+ Transport, Chariot, Fast, Open-Topped
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cavalry
+ 5
+ 4
+ 3
+ 3
+ 1
+ 5
+ 3
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Cavalry (Character)
+ 5
+ 4
+ 3
+ 3
+ 1
+ 5
+ 4
+ 7
+ -
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 5
+ 12
+ 12
+ 10
+ 3
+ Chariot, Open-Topped
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ 36"
+ 8
+ 5
+ Heavy 1, Dreadskulls, Ignores Cover, Large Blast
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 9
+ 9
+ 5
+ 4
+ 2
+ 9
+ 4
+ 8
+ 3+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ -
+ User
+ 3
+ Melee, Decapitating Blow, Soul Blaze
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ This grants Skulltaker a 3+ Armour Save and the Eternal Warrior special rule.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Monstrous Creature (Character)
+ 10
+ 10
+ 6
+ 6
+ 5
+ 10
+ 6
+ 9
+ 3+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ -
+ User
+ 2
+ Melee, Fleshbane
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ -
+ User
+ 2
+ Melee, Fleshbane
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ Skarbrand, and all units (friend or foe) within 12" of Skarbrand have the Rage and Hatred special rules.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 3
+ 3
+ 6
+ 13
+ 13
+ 11
+ 3
+ 4
+ 4
+ Vehicle (Walker)
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ 48"
+ 7
+ 4
+ Heavy 3, Skyfire
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ 48"
+ 7
+ 4
+ Heavy 3
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ x2
+ 2
+ Melee, Specialist Weapon, Unwieldy
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 36"
+ 8
+ 3
+ Ordnance 1, Large Blast
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Template
+ 6
+ 4
+ Assault 1, Torrent
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 24"
+ 10
+ 1
+ Heavy 1
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 3
+ Melee, Master-crafted, Specialist Weapon
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Jetbike (Character)
+ 3
+ 4
+ 3
+ 3
+ 2
+ 3
+ 1
+ 8
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ At the start of each friendly Psychic Phase, choose a Psychic Discipline from the BRB and roll a D6. This turn, the Blue Scribes automatically manifest that power without the need for a psychic test (they cannot swap it for the Primaris Power). This power is treated as having been manifested by the minimum amount of Warp Charge points required to manifest the power, for the purposes of Deny the Witch rolls. Note that the Blue Scribes are not Psykers for the purposes of any special rules that target Psykers.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ Each time an enemy Psyker successfully manifests a psychic power, place a syphon token next to the Blue Scribes. At the start of each of your turns, roll a D6 for each syphon token next to the Blue Scribes; for each 6 rolled, one friendly psyker within 12" of the Blue Scribes immediately gains a Warp Charge point. Then remove all syphon tokens from the board.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 3
+ 4
+ 3
+ 3
+ 2
+ 3
+ 1
+ 8
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ At the start of each Fight sub-phase, the Changeling may choose a single non-vehicle enemy model in base contact and change any or all of his WS, S, T, I, and/or A characteristics to match those of the chosen foe, until the end of the current turn.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 7
+ 6
+ 4
+ 3
+ 2
+ 7
+ 5
+ 8
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ At the start of each of the controlling player's Shooting phases, the Masque must choose one dance to perform. These abilities target one unengaged, non-vehicle enemy unit within 12" within the Masque's line of sight.
+
+The Dance of Caging: Until the start of the Masque's next shooting phase, the target unit suffers a -5 penalty to WS (to a minimum of 1) and can only move, run, charge, and fall back D3".
+
+The Dance of Death: The target unit suffers a number of S1 hits equal to the number of models in the unit. These hits are resolved at AP2, and have the Ignores Cover special rule - allocate any Wound as for a shooting attack.
+
+The Dance of Dreaming: Until the start of the Masque's next Shooting phase, the target unit suffers a -5 penalty to their BS (to a minimum of 1) and cannot fire Overwatch.
+
+
+ The Masque of Slaanesh re-rolls all failed invulnerable saves.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Flying Monsterous Creature (Character)
+ 10
+ 10
+ 6
+ 6
+ 5
+ 9
+ 6
+ 9
+ 3+
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Template
+ 5
+ 4
+ Assault 1, Soul Blaze
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ 12"
+ 7
+ 2
+ Assault D3
+
+
+
+
+ -
+ User
+ 2
+ Melee, Specialist Weapon
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Gargantuan Creature
+ 10
+ 3
+ 7
+ 7
+ 6
+ 10
+ 5
+ 10
+ -/3++
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ 36"
+ 6
+ 3
+ Assault D6, Pinning
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ It re-rolls all failed To-hit and To-wound rolls in combat and is equipped with assault grenades when charging. When charging into an assault, it gets +D3 attacks.
+Any non-Fearless unit in CC with this unit must pass a leadership check or be unable to strike blows that turn. Roll once for the unit, with IC's rolled separately.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ -
+ User
+ 1
+ Meele, Souleater, Specialist Weapon
+
+
+
+
+
+ At the end of any fight sub-phase where this weapon has inflicted an unsaved wound, roll a D6. on a 2+, the bearer gains an additional wound (up to a max of 10).
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Jump Infantry (Character)
+ 4
+ 4
+ 4
+ 4
+ 3
+ 4
+ 3
+ 7
+ -/5++
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ 18"
+ 9
+ 2
+ Heavy D3, Warpflame
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+ Template
+ 5
+ 3
+ Heavy 1, Torrent, Warpflame
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 5
+ 5
+ 5
+ 4
+ 4
+ 4
+ 9
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+ Whilst Epidemius is alive, keep a count of all unsaved Wounds caused by the psychic powers, shooting, and close combat attacks of Daemons of Nurgle (friend or foe) - even those that are negated by means other than saving throws, such as Feel no Pain. At the start of each of your turns, consult the table below to determine the effect of the Tally of Pestilence. All Daemons of Nurgle in units within 6" of Epidemius recieve the bonus characteristic or special rule shown below. All effects from the Tally of Pestilence are cumulative.
+
+Wounds / Effect
+0-6 No effect
+7+ +1 Strength
+14+ +1 Toughness
+21+ Poisoned (2+) special rule
+28+ Feel No Pain (4+) special rule
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ An icon of fire is an Icon of Chaos. All close combat attacks made by Daemons of Tzeentch in a unit equipped with an icon of fire have the Soul Blaze special rule.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+ An Arcane Icon is an Icon of Chaos. In addition, all models in a unit equipped with an Arcane Icon have the Adamantium Will special rule.
+
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+ Infantry (Character)
+ 5
+ 4
+ 3
+ 3
+ 1
+ 5
+ 4
+ 7
+ -
+
-
-
-
-
-
-
-
-
-
-
-
-
-
- Monstrous Creature (Character)
-
- 9
-
- 5
-
- 6
-
- 5
-
- 4
-
- 8
-
- 5
-
- 9
-
- -
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ The Oracular Dais is a Disc of Tzeentch. At the start of each of your turns, you can choose one friendly unit with the Chaos Daemons faction that is in Reserve to automatically pass its Reserve Roll.
+
-
-
-
-
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
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+ Artificer Armour confers a 2+ Armour save.
+
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+ Combat shields and boarding shields confer a 6+ invulnerable save, increasing to 5+ in close combat.
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+ This mode makes 2 additional Str 4 AP3 attacks at WS 5 each assault phase. These are done Initiative step 4 (does not grant an extra pile in). On a successful charge, the strength is increased to 5.
+
+
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+ The invunerable save is 3+
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+ A model with this rule piles in and fights at Initiative 1.
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+ A model that suffers an unsaved Wound from this weapon must immediately pass a Toughness test or suffer an additional Wound with no armour or cover saves alowed.
+
+
+ When a unit with an Instrument of Chaos successfully passes its reserve roll, you can choose another unit of Daemons, which has yet to make a reserve roll this turn, to arrive as well.
+
+Instruments of Chaos can affect certain results on the Warp Storm table:
+
+If you roll Khorne's Wrath, you may re-roll a single dice roll to determine if a unit is hit or not for each friendly Daemon of Khorne model with an Instrument of Chaos currently on the table.
+
+If you roll Storm of Fire, you may re-roll a single dice roll to determine if a unit is hit or not for each firendly Daemon of Tzeentch model with an Instrument of Chaos currently on the table.
+
+If you roll Rot, Glorious Rot, you may re-roll a single dice roll to determine if a unit is hit or not for each firendly Daemon of Nurgle model with an Instrument of Chaos currently on the table.
+
+If you roll The Dark Prince Thirsts, you may re-roll a single dice roll to determine if a unit is hit or not for each firendly Daemon of Slaanesh model with an Instrument of Chaos currently on the table.
+
+
+ if a friendly unit of Blue Horrors suffers any casualties, the slain Horrors will split and create Brimstone Horrors at the end of that phase (after all other units have performed their actions and made their attacks). One model is created for each slain Blue Horror - if there is already a friendly Brimstone Horror unit within 6" of the Blue Horrors, add the newly created Brimstone Horrors to that unit, otherwise set them up as a new unit within 6" of the unit of Blue Horrors. If a rule causes a whole unit of Blue Horrors to be removed at once (excluding Daemonic Instabilities), you can immediately create a unit of Brimstone Horrors just before removing the last model from the Blue Horrors unit. The unit of Brimstone Horrors has one model for each model in the unit of Blue Horrors at the point as which it was removed, and must be set up with all models within 6" of the last model from the Blue Horrors unit.
+
+
+
+ The Warlord's Melee weapons have the Instant Death special rule.
+
+
+ Place a marker next to each unit that takes one or more hits from this attack. Friendly Daemon units that charge a unit so marked do not suffer an Initiative penalty if charging through difficult terrain. Remove any Dreadskulls markers at the end of the Assault phase.
+
+
+ All enemy units within 6" of one or more Burning Chariots that have Blue Horror Crew suffer a -1 penalty to their Leadership.
+
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+ Once per game, the unit charges 6+D6".
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+
+
+ Monstrous Creature (Character)
+ 9
+ 5
+ 6
+ 5
+ 4
+ 8
+ 5
+ 9
+ -
+
+
+
+
\ No newline at end of file
diff --git a/(HH) Craftworld Eldar - Asuryani Army List.cat b/(HH) Craftworld Eldar - Asuryani Army List.cat
index 745dae7b..f4fc90fb 100644
--- a/(HH) Craftworld Eldar - Asuryani Army List.cat
+++ b/(HH) Craftworld Eldar - Asuryani Army List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Daemons of the Ruinstorm Army List.cat b/(HH) Daemons of the Ruinstorm Army List.cat
index 45cf09a8..faa2380e 100644
--- a/(HH) Daemons of the Ruinstorm Army List.cat
+++ b/(HH) Daemons of the Ruinstorm Army List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Imperialis Militia and Cults Army List.cat b/(HH) Imperialis Militia and Cults Army List.cat
index a8806aef..3cd51341 100644
--- a/(HH) Imperialis Militia and Cults Army List.cat
+++ b/(HH) Imperialis Militia and Cults Army List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Legiones Astartes - Crusade Army List.cat b/(HH) Legiones Astartes - Crusade Army List.cat
index 85fc1faf..f55f765c 100644
--- a/(HH) Legiones Astartes - Crusade Army List.cat
+++ b/(HH) Legiones Astartes - Crusade Army List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Mechanicum - Questoris Knight.cat b/(HH) Mechanicum - Questoris Knight.cat
index 43f3e9ec..1a41abb5 100644
--- a/(HH) Mechanicum - Questoris Knight.cat
+++ b/(HH) Mechanicum - Questoris Knight.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Mechanicum - Taghmata Army List.cat b/(HH) Mechanicum - Taghmata Army List.cat
index 8144743a..e813c2bf 100644
--- a/(HH) Mechanicum - Taghmata Army List.cat
+++ b/(HH) Mechanicum - Taghmata Army List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Mournival Units.cat b/(HH) Mournival Units.cat
index 3b557242..ad27d878 100644
--- a/(HH) Mournival Units.cat
+++ b/(HH) Mournival Units.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Necron Army List.cat b/(HH) Necron Army List.cat
index 734a929a..dcd7fd86 100644
--- a/(HH) Necron Army List.cat
+++ b/(HH) Necron Army List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Solar Auxilia - Crusade Army List.cat b/(HH) Solar Auxilia - Crusade Army List.cat
index 7c95caf2..9d9a44a0 100644
--- a/(HH) Solar Auxilia - Crusade Army List.cat
+++ b/(HH) Solar Auxilia - Crusade Army List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/(HH) Talons of the Emperor Army List.cat b/(HH) Talons of the Emperor Army List.cat
index 235a2f81..f155b61a 100644
--- a/(HH) Talons of the Emperor Army List.cat
+++ b/(HH) Talons of the Emperor Army List.cat
@@ -1,5 +1,5 @@
-
+
diff --git a/The Horus Heresy.gst b/The Horus Heresy.gst
index 877a409f..b907024a 100644
--- a/The Horus Heresy.gst
+++ b/The Horus Heresy.gst
@@ -1,5 +1,5 @@
-
+