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Templar Winter 24 - New Recruit

The document outlines a 1995-point army roster for the Black Templars in the Warhammer 40,000 universe, detailing various units, their roles, and point costs. It includes notable characters like High Marshal Helbrecht and various squads such as Primaris Crusader and Assault Intercessors. The roster is structured for a Strike Force detachment, emphasizing the tactical composition and capabilities of the army.
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0% found this document useful (0 votes)
79 views8 pages

Templar Winter 24 - New Recruit

The document outlines a 1995-point army roster for the Black Templars in the Warhammer 40,000 universe, detailing various units, their roles, and point costs. It includes notable characters like High Marshal Helbrecht and various squads such as Primaris Crusader and Assault Intercessors. The roster is structured for a Strike Force detachment, emphasizing the tactical composition and capabilities of the army.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Templar Summer 24 [1995pts]

Army Roster [1995pts] (Imperium - Adeptus Astartes - Black Templars)


• Battle Size: Strike Force (2000 Point limit)
• Detachment: Righteous Crusaders
• Show/Hide Options: Agents of the Imperium are visible, Legends are visible
NAME ROLE PTS OPTIONS
High Marshal Helbrecht Epic Hero 130 Warlord
Chaplain with Jump Pack Character 90 Perdition's Edge, Bolt Pistol
Judiciar Character 105 Tannhauser's Bones
1x Primaris Sword Brother: Pyre Pistol
3x Primaris Initiate w/Chainsword & Heavy Bolt Pistol
(10) Primaris Crusader Squad Battleline 150
2x Primaris Initiate w/Power Fist & Heavy Bolt Pistol
4x Primaris Neophyte w/Astartes Chainsword
1x Assault Intercessor Sergeant with Jump Pack: Plasma
(10) Assault Intercessors with Jump Pistol, Power Fist
Infantry 160
Packs 8x Assault Intercessors with Jump Pack
1x Assault Intercessors with Jump Pack w/ Plasma Pistol
1x Bladeguard Veteran Sergeant: Plasma Pistol
(6) Bladeguard Veteran Squad Infantry 180
5x Bladeguard Veterans
(5) Infiltrator Squad Infantry 100 4x Infiltrator: Helix Gauntlet, Infiltrator Comms Array
1x Terminator Sergeant: Power Fist
(5) Terminator Squad Infantry 170 1x Terminator w/ Heavy Weapon: Power Fist, Assault Cannon
3x Terminator w/ Power Fist
Ballistus Dreadnought Vehicle 130
Ballistus Dreadnought Vehicle 130
Black Templars Gladiator Lancer Vehicle 170 Icarus Rocket Pod, Multi-melta, 2 Storm Bolters
Black Templars Gladiator Lancer Vehicle 170 Icarus Rocket Pod, Multi-melta, 2 Storm Bolters
Land Raider Crusader Vehicle 220 Hunter Killer Missile, Multi-melta, Storm Bolter
Dedicated
Black Templars Impulsor 90 Shield Dome, Multi-melta, 2 Storm Bolters
Transport
130 PTS HIGH MARSHAL HELBRECHT
Models Options
1x High Marshal Helbrecht Ferocity, Sword of the High Marshals, Warlord
Unit M T SV W LD OC
High Marshal Helbrecht 6" 4 2+ 5 5+ 2
Ranged Weapons Range A BS S AP D Keywords
Ferocity 24" 2 2+ 5 -1 2 Anti-infantry 4+, Devastating Wounds
Melee Weapons Range A WS S AP D Keywords
➤ Sword of the High Marshals - One Handed Melee 12 2+ 6 -3 1 -
➤ Sword of the High Marshals - Two Handed Melee 6 2+ 8 -3 3 -
Abilities Description
Crusade of While this model is leading a unit, add 1 to the Strength characteristic of melee weapons equipped by models in that unit and
Wrath each time an attack is made with such a weapon, a successful unmodified Hit roll of 5+ scores a Critical Hit.
At the start of the Fight phase, select one enemy unit within Engagement Range of this model’s unit and roll one D6: on a 2-
High Marshal 3, that enemy unit suffers D3 mortal wounds; on a 4-5, that enemy unit suffers 3 mortal wounds; on a 6, that enemy unit
suffers D3+3 mortal wounds.
This model can be attached to the following units:
■ Assault Intercessor Squad
Leader ■ Intercessor Squad
■ Primaris Crusader Squad
■ Primaris Sword Brethren
Invulnerable
4+
Save
Rules Oath of Moment, Devastating Wounds, Anti-

Categories Chapter Master, Character, Epic Hero, Faction: Adeptus Astartes, Faction: Black Templars, Grenades, High Marshal Helbrecht, Imperium,
Infantry, Tacticus, Warlord
90 PTS CHAPLAIN WITH JUMP PACK
Models Options
1x Chaplain with Jump Pack Crozius Arcanum, Perdition's Edge, Bolt Pistol
Unit M T SV W LD OC
Chaplain with Jump Pack 12" 4 3+ 4 5+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Crozius Arcanum Melee 5 2+ 6 -1 2 -
Abilities Description
Exhortation of Each time this model’s unit is selected to fight, you can select one enemy unit within Engagement Range of this model’s unit
Rage and roll one D6: on a 4-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 3 mortal wounds.
This model can be attached to the following units:
Leader ■ Assault Intercessors with Jump Packs
■ Vanguard Veteran Squad with Jump Packs
Invulnerable
4+
Save
Litany of Hate While this model is leading a unit, each time a model in that unit makes a melee attack, add 1 to the Wound roll.
Adeptus Astartes model only.
■ Improve the Strength and Armour Penetration characteristics of the bearer’s melee weapons by 1.
Perdition's Edge
■ If the Suffer Not the Unclean to Live vow is active for your army, add 1 to the Attacks characteristic of the bearer’s melee
weapons as well.
Rules Deep Strike, Leader, Oath of Moment, Pistol

Categories Chaplain, Character, Faction: Adeptus Astartes, Fly, Imperium, Infantry, Jump Pack

105 PTS JUDICIAR


Models Options
1x Judiciar Absolver Bolt Pistol, Executioner Relic Blade, Tannhauser's Bones
Unit M T SV W LD OC
Judiciar 6" 4 3+ 4 5+ 1
Ranged Weapons Range A BS S AP D Keywords
Absolvor Bolt Pistol 18" 1 3+ 5 -1 2 Pistol
Melee Weapons Range A WS S AP D Keywords
Executioner Relic Blade Melee 5 2+ 7 -2 2 Devastating Wounds, Precision
Abilities Description
Tempormortis While this model is leading a unit, that unit has the Fights First ability.
Each time this model destroys an enemy Character model, until the end of the battle, add 1 to the Attacks characteristic of
Silent Fury
its executioner relic blade.
Invulnerable 4+
Save* This model has a 4+ invulnerable save against melee attacks.
This model can be attached to the following units:
■ Assault Intercessor Squad
■ Bladeguard Veteran Squad
Leader ■ Infernus Squad
■ Intercessor Squad
■ Sternguard Veteran Squad
■ Tactical Squad
Adeptus Astartes model only.
Tannhauser's ■ Each time an attack is allocated to the bearer, halve the Damage characteristic of that attack.
Bones ■ While the bearer is leading a unit, if the Uphold the Honour of the Emperor vow is active for your army, models in that
unit have the Feel No Pain 5+ ability.
Rules Leader, Oath of Moment, Pistol, Devastating Wounds, Precision

Categories Character, Faction: Adeptus Astartes, Imperium, Infantry, Judiciar, Tacticus


150 PTS PRIMARIS CRUSADER SQUAD
Models Options
1x Primaris Sword Brother Power Weapon, Pyre Pistol
3x Primaris Initiate w/Chainsword & Heavy Bolt Pistol Astartes Chainsword, Heavy Bolt Pistol
2x Primaris Initiate w/Power Fist & Heavy Bolt Pistol Heavy Bolt Pistol, Power Fist
4x Primaris Neophyte w/Astartes Chainsword Astartes Chainsword, Bolt Pistol
Unit M T SV W LD OC
Primaris Neophyte 6" 4 4+ 2 6+ 2
Other Models 6" 4 3+ 2 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Pyre Pistol 12" D6 N/A 4 0 1 Ignores Cover, Pistol, Torrent
Heavy Bolt Pistol (x5) 18" 1 3+ 4 -1 1 Pistol
Bolt Pistol (x4) 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Power Weapon Melee 3 3+ 5 -2 1 -
Astartes Chainsword (x7) Melee 5 3+ 4 -1 1 -
Power Fist (x2) Melee 3 3+ 8 -2 2 -
Abilities Description
Righteous Zeal You can re-roll Advance and Charge rolls made for this unit.
Rules Scouts 6", Oath of Moment, Ignores Cover, Torrent, Pistol

Categories Battleline, Faction: Adeptus Astartes, Faction: Black Templars, Grenades, Imperium, Infantry, Primaris Crusader Squad, Tacticus

160 PTS ASSAULT INTERCESSORS WITH JUMP PACKS


Models Options
1x Assault Intercessor Sergeant with Jump Pack Plasma Pistol, Power Fist
8x Assault Intercessors with Jump Pack Astartes Chainsword, Heavy Bolt Pistol
1x Assault Intercessors with Jump Pack w/ Plasma Pistol Astartes Chainsword, Plasma Pistol
Unit M T SV W LD OC
Assault Intercessors with Jump Packs 12" 4 3+ 2 6+ 1
Ranged Weapons Range A BS S AP D Keywords
➤ Plasma Pistol - Supercharge (x2) 12" 1 3+ 8 -3 2 Hazardous, Pistol
➤ Plasma Pistol - Standard (x2) 12" 1 3+ 7 -2 1 Pistol
Heavy Bolt Pistol (x8) 18" 1 3+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Power Fist Melee 3 3+ 8 -2 2 -
Astartes Chainsword (x9) Melee 4 3+ 4 -1 1 -
Abilities Description
Hammer of Each time this unit ends a Charge move, select one enemy unit within Engagement range of it, then roll one D6 for each model
Wrath in this unit that is within Engagement range of that enemy unit. On a 4+ that enemy unit suffers one mortal wound
Rules Oath of Moment, Deep Strike, Hazardous, Pistol

Categories Assault Intercessors with Jump Packs, Faction: Adeptus Astartes, Fly, Grenades, Imperium, Infantry, Jump Pack, Tacticus
180 PTS BLADEGUARD VETERAN SQUAD
Models Options
1x Bladeguard Veteran Sergeant Master-crafted Power Weapon, Plasma Pistol
5x Bladeguard Veterans Heavy Bolt Pistol, Master-crafted Power Weapon
Unit M T SV W LD OC
Bladeguard Veteran Squad 6" 4 3+ 3 6+ 1
Ranged Weapons Range A BS S AP D Keywords
➤ Plasma Pistol - Supercharge 12" 1 3+ 8 -3 2 Hazardous, Pistol
➤ Plasma Pistol - Standard 12" 1 3+ 7 -2 1 Pistol
Heavy Bolt Pistol (x5) 18" 1 3+ 4 -1 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Master-crafted Power Weapon (x6) Melee 4 3+ 5 -2 2 -
Abilities Description
At the start of the Fight phase, you can select one of the following abilities to apply to models in this unit until the end of
the phase:
Bladeguard ■ Swords of the Imperium: Each time a model in this unit makes a melee attack, re-roll a Hit roll of 1.
■ Shields of the Imperium: Each time an invulnerable saving throw is made for a model in this unit, re-roll a saving throw of
1.
Invulnerable
Save
4+

Rules Oath of Moment, Hazardous, Pistol

Categories Bladeguard Veteran Squad, Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Tacticus

100 PTS INFILTRATOR SQUAD


Models Options
2x Infiltrator Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine
1x Infiltrator Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine, Helix Gauntlet
1x Infiltrator Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine, Infiltrator Comms Array
1x Infiltrator Sergeant Bolt Pistol, Close Combat Weapon, Marksman Bolt Carbine
Unit M T SV W LD OC
Infiltrator Squad 6" 4 3+ 2 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x5) 12" 1 3+ 4 0 1 Pistol
Marksman Bolt Carbine (x5) 24" 2 3+ 4 0 1 Heavy
Melee Weapons Range A WS S AP D Keywords
Close Combat Weapon (x5) Melee 3 3+ 4 0 1 -
Abilities Description
Omni-scramblers Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit.
Helix Gauntlet Models in the bearer’s unit have the Feel No Pain 6+ ability.
Infiltrator Comms Array Each time you target the bearer’s unit with a Stratagem, roll one D6: on a 5+, you gain 1CP
Rules Infiltrators, Oath of Moment, Feel No Pain, Pistol

Categories Faction: Adeptus Astartes, Grenades, Imperium, Infantry, Infiltrator Squad, Phobos, Smoke
170 PTS TERMINATOR SQUAD
Models Options
1x Terminator Sergeant Storm Bolter, Power Fist
1x Terminator w/ Heavy Weapon Power Fist, Assault Cannon
3x Terminator w/ Power Fist Power Fist, Storm Bolter
Unit M T SV W LD OC
Terminator Squad 5" 5 2+ 3 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Storm Bolter (x4) 24" 2 3+ 4 0 1 Rapid Fire 2
Assault Cannon 24" 6 3+ 6 0 1 Devastating Wounds
Melee Weapons Range A WS S AP D Keywords
Power Fist (x5) Melee 3 3+ 8 -2 2 -
Abilities Description
At the start of the battle, you can set up one Teleport Homer token for this unit anywhere on the battlefield that is not in your
Teleport opponent’s deployment zone. If you do, once per battle, you can target this unit with the Rapid Ingress Stratagem for 0CP, but
Homer when resolving that Stratagem, you must set this unit up within 3" horizontally of that token and not within 9" horizontally of
any enemy models. That token is then removed.
Fury of the
First
Each time a model in this unit makes an attack that targets your Oath of Moment target, add 1 to the Hit roll.
Invulnerable
Save
4+

Rules Deep Strike, Oath of Moment, Rapid Fire, Devastating Wounds

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

130 PTS BALLISTUS DREADNOUGHT x2


Models Options
1x Ballistus Dreadnought Armoured Feet, Ballistus Lascannon, Ballistus Missile Launcher, Twin Storm Bolter
Unit M T SV W LD OC
Ballistus Dreadnought 8" 10 2+ 12 6+ 4
Ranged Weapons Range A BS S AP D Keywords
Ballistus Lascannon 48" 2 3+ 12 -3 D6+1 -
➤ Ballistus Missile Launcher - Frag 48" 2D6 3+ 5 0 1 Blast
➤ Ballistus Missile Launcher - Krak 48" 2 3 10 -2 D6 -
Twin Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2, Twin-linked
Melee Weapons Range A WS S AP D Keywords
Armoured Feet Melee 5 3+ 7 0 1 -
Abilities Description
Each time this model makes a ranged attack that targets a unit that is not Below Half-strength, you can re-roll
Ballistus Strike
the Hit roll.
Damaged: 1-4 Wounds While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit
Remaining roll.
Rules Deadly Demise D3, Oath of Moment, Blast, Rapid Fire, Twin-linked

Categories Ballistus Dreadnought, Faction: Adeptus Astartes, Imperium, Vehicle, Walker

170 PTS BLACK TEMPLARS GLADIATOR LANCER x2


Models Options
1x Black Templars Gladiator Lancer Armoured Hull, Icarus Rocket Pod, Lancer Laser Destroyer, Multi-melta, 2 Storm Bolters (2x Storm Bolter)
Unit M T SV W LD OC
Black Templars Gladiator Lancer 10" 10 3+ 12 6+ 3
Ranged Weapons Range A BS S AP D Keywords
Icarus Rocket Pod 24" D3 3+ 8 -1 2 Anti-fly 2+
Lancer Laser Destroyer 72" 2 3+ 14 -4 D6+3 Heavy
Multi-melta 18" 2 3+ 9 -4 D6 Melta 2
Storm Bolter (x2) 24" 2 3+ 4 0 1 Rapid Fire 2
Melee Weapons Range A WS S AP D Keywords
Armoured Tracks Melee 3 4+ 6 0 1 -
Abilities Description
Each time this model is selected to shoot, you can re-roll one Hit roll, you can re-roll one Wound roll and you can
Aquilon Optics
re-roll one Damage roll when resolving its attacks
Damaged: 1-4 Wounds
Remaining
While this model has 1-4 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.

Rules Deadly Demise D3, Oath of Moment, Anti-, Heavy, Melta, Rapid Fire

Categories Faction: Adeptus Astartes, Faction: Black Templars, Gladiator Lancer, Imperium, Smoke, Vehicle
220 PTS LAND RAIDER CRUSADER
Models Options
1x Land Raider Crusader Armoured Tracks, Hunter Killer Missile, 2x Hurricane Bolter, Multi-melta, Storm Bolter, Twin Assault Cannon
Unit M T SV W LD OC
Land Raider Crusader 12" 12 2+ 16 6+ 5
Ranged Weapons Range A BS S AP D Keywords
Hunter Killer Missile 48" 1 2+ 14 -3 D6 One Shot
Hurricane Bolter (x2) 24" 6 3+ 4 0 1 Rapid Fire 6, Twin-linked
Multi-melta 18" 2 3+ 9 -4 D6 Melta 2
Storm Bolter 24" 2 3+ 4 0 1 Rapid Fire 2
Twin Assault Cannon 24" 6 3+ 6 0 1 Devastating wounds, Twin-linked
Melee Weapons Range A WS S AP D Keywords
Armoured Hull Melee 6 4+ 8 0 1 -
Abilities Description
This model has a transport capacity of 16 Adeptus Astartes Infantry models. Each Jump Pack, Wulfen, Gravis
Transport
or Terminator model takes up the space of 2 models and each Centurion model takes up the space of 3 models.
Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a
Assault Ramp
charge this turn.
Damaged: 1-5
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
Wounds Remaining
Rules Deadly Demise D6, Oath of Moment, One Shot, Twin-linked, Rapid Fire, Melta, Devastating Wounds

Categories Faction: Adeptus Astartes, Grenades, Imperium, Land Raider Crusader, Smoke, Transport, Vehicle

90 PTS BLACK TEMPLARS IMPULSOR


Models Options
1x Black Templars Impulsor Armoured Hull, Shield Dome, Multi-melta, 2 Storm Bolters (2x Storm Bolter)
Unit M T SV W LD OC
Black Templars Impulsor 12" 9 3+ 11 6+ 2
Ranged Weapons Range A BS S AP D Keywords
Multi-melta 18" 2 3+ 9 -4 D6 Melta 2
Storm Bolter (x2) 24" 2 3+ 4 0 1 Rapid Fire 2
Melee Weapons Range A WS S AP D Keywords
Armoured Tracks Melee 3 4+ 6 0 1 -
Abilities Description
Transport This model has a transport capacity of 7 TACTICUS or PHOBOS INFANTRY models. It cannot transport JUMP PACK models.
Assault Units can disembark from this Transport after it has Advanced. Units that do so count as having made a Normal move, and
Vehicle cannot declare a charge that turn.
Shield Dome The bearer has a 5+ invulnerable save.
Rules Deadly Demise D3, Firing Deck 6, Oath of Moment, Melta, Rapid Fire

Categories Dedicated Transport, Faction: Adeptus Astartes, Faction: Black Templars, Imperium, Impulsor, Transport, Vehicle

Force Rules
Army Roster (Imperium - Adeptus Astartes - Black Templars)
Oath of Moment
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your
next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your
Oath of Moment target:
■ You can reroll the Hit roll
■ If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords,
add 1 to the Wound roll as well.

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

Blast:
Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time you determine how
many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the target unit when you selected it as the
target (rounding down). Blast weapons can never be used to make attacks against a unit that is within Engagement Range of one or more units
from the attacking model’s army (including its own unit).
Deadly Demise D3 / Deadly Demise D6:
Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it from play (if such
a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that model suffers a number of mortal
wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").

Deep Strike:
During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of setting it up on the
battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit anywhere on the battlefield that is
more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up either using the
rules for Strategic Reserves or using the Deep Strike ability.

Devastating Wounds:
Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is made with such a
weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack (including invulnerable saving
throws). Such attacks are only allocated to models after all other attacks made by the attacking unit have been allocated and resolved. After
that attack is allocated and after any modifiers are applied, it inflicts a number of mortal wounds on the target equal to the Damage
characteristic of that attack, instead of inflicting damage normally.

Feel No Pain:
Some models have 'Feel No Pain x+' listed in their abilities. Each time a model with this ability suffers damage and so would lose a wound
(including wounds lost due to mortal wounds), roll one D6: if the result is greater than or equal to the number denoted by 'x: that wound is
ignored and is not lost. If a model has more than one Feel No Pain ability, you can only use one of those abilities each time that model suffers
damage and so would lose a wound.

Firing Deck 6:
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in the Shooting phase, you
can select up to ‘x’ models embarked within it whose units have not already shot this phase. Then, for each of those embarked models, you can
select one ranged weapon that embarked model is equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT
model has resolved all of its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other
weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.

Hazardous:
Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight, after that unit has
resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those attacks, that unit must take one
Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must resolve the following sequence (resolve each
failed test one at a time):
■ If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous weapons.
■ Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous weapons.
■ Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to the selected
model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any mortal wounds
inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.

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

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

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

Leader:
While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered when units are
destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached unit, until the attacking unit has
resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models in that unit, even if a Leader in that unit has a
different Toughness characteristic. Each time an attack successfully wounds an Attached unit, that attack cannot be allocated to a Character
model in that unit, even if that Character model has lost one or more wounds or has already had attacks allocated to it this phase. As soon as
the last Bodyguard model in an Attached unit has been destroyed, any attacks made against that unit that have yet to be allocated can then be
allocated to Character models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes a separate unit,
with its original Starting Strength. If this happens as the result of an attack, they become separate units after the attacking unit has resolved all
of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another CHARACTER unit
attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If this happens as the result of an
attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up that Attached unit
(unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered when that unit is destroyed.
Melta:
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a weapon targets a unit within half
that weapon’s range, that attack’s Damage characteristic is increased by the amount denoted by ‘x’.

Oath of Moment:
If your Army Faction is Adeptus Astartes, at the start of your Command phase, select one unit from your opponent’s army. Until the start of your
next Command phase, that enemy unit is your Oath of Moment target. Each time a model with this ability makes an attack that targets your
Oath of Moment target:
■ You can reroll the Hit roll
■ If your army does not include one or more units with the Black Templars, Blood Angels, Dark Angels, Deathwatch or Space Wolves keywords,
add 1 to the Wound roll as well.

One Shot:
The bearer can only shoot with this weapon once per battle.

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

Precision:
Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon successfully
wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s player can choose to have
that attack allocated to that Character model instead of following the normal attack sequence.

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

Scouts 6":
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the first battle round, before the
first turn begins, it can make a Normal move of up to x", with the exception that, while making that move, the distance moved by each model
in that unit can be greater than that model's Move characteristic, as long as it is not greater than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability that a unit that starts the
battle embarked within that DEDICATED TRANSPORT model has (provided only models with this ability are embarked within that Dedicated
Transport model), regardless of how that embarked unit gained this ability (e.g. listed in their abilities, conferred by an Enhancement or by an
attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If both players have units that
can do this, the player who is taking the first turn moves their units first.

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

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

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