Codex - Renegades and Heretics Angry Initiative Edition

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INTRODUCTION

Gather your army of human scum, whether a rebellion instigated by a mad pawn of Tzeentch or a marauding band of Khorne worshippers you will find little of value here. Better use these worthless excuses for soldiers for your own purpose rather than having them grow old and die anyway, Renegades and Heretics Warlord!

DISCLAIMER

Games Workshop in no way endorses any of the Angry Codices. No infringement is intended with the Angry Codices. The intent of the Angry Initiative is NOT to make Games Workshop go out of business, but rather to bring the game part of the hobby up to speed with the most detailed setting of any game and arguably also the best miniatures of any miniature wargame.

THE ANGRY INITIATIVE

The Angry Initiative is about making more fair and fun codices. The core principle of the Angry Initiative is letting you play with the miniatures you own and love, and punishing people as little as possible for making the "wrong" modelling and purchasing strategies. All fluff and pictures are left out, this makes room for all Forgeworld units and supplemental rules in the main codex, meaning you only need one book for each faction you play.

BALANCING

The balancing system is based on 10 Space Marines with a Sergeant, the Objective Secured, 6+ Feel No Pain special rules and a single Tactical Doctrines available, as being worth 130 pts, a plasma gun for said Squad being worth 15 pts, a lascannon for said squad being worth 20 pts and a Rhino for said Squad being worth an additional 35 pts. Worth meaning that the amount of situations in which one taking the option is better is not overwhelming compared to the amount of situations in which the options is worse. For example 130 full Tactical Squads in Rhinos should be good in as many situations as 165 full Tactical Squads without Rhinos.

Units and options are put into a points range between a point value where they counter all the things they should counter (light armoured anti armour units should counter heavy armoured anti armour units and medium armoured anti armour units) and get countered by all the things they should be countered by (light armoured anti armour units should get countered by light armoured anti light units). They are moved around within this range based on results from playtesting and debates on the discussion pages of codices. Note that while calcuations have been made for the proper point range for many units and options, others have been placed based on the notions of what units are being played by competetive players in 40k at the moment.

The intent is not for the costs shown to be the final costs, but rather the start of a discussion which will eventually lead to the most balanced codices possible within the framework of a game where units are meant to counter and be countered by other units. The PDF codices are updated at most once each month to allow you to get a better feel for how good units are before they are changed. Clarification and errors in grammar and wording is changed as they are found on 1d4chan.

ABOUT

This codex was made by the 1d4chan community, and managed by the Angry Pirate. This codex was published by adding ?action=render at the end of the name of the codex' webpage on 1d4chan and copy pasting the whole thing into Microsoft Word. Margins are at 0,5", the Georgia font is used for everything, except the front page which is Stencil. The logo was made in paint by writing on a coloured background and then using the fill with colour tool on the background. After some final minor revisions, the Word document was saved as a PDF.

FEEDBACK

Battle reports can be posted and read here. General feedback of the Angry Codices can be made here. Feedback on this codex can be made here. If you find grammar or spelling mistakes you can fix them yourself [[1]], if you are unsure of whether or not something is clear or right you can bring it up here.

CHANGES

(guardsmen guardsman Renegades & Heretics Renegades & Heretics space marine) do not delete.

RENEGADES & HERETICS WARGEAR LIST

These lists detail the points values of various items of wargear available to Renegades & Heretics units. Only models specifically noted as having access to one of these lists may access the list. While in unit entries models are said to be able to "take items" from one or more lists, the list will specify whether or not the model may take more than one item from the list. Rules for these items can be found in the Appendix

RENEGADES & HERETICS VEHICLE EQUIPMENT LIST

A model may take up to one of each of the following:
- Camo netting...15 pts
- Dozer blade1...5 pts
- Enclosed crew compartment10...10 pts
- Extra armour...5 pts
- Fire barrels1...5 pts
- Heavy Stubber or Storm Bolter2...5 pts
- Hunter-killer missile...14 pts
- Recovery gear...5 pts
- Relic plating...3 pts
- Searchlight...1 pt
- Smoke launchers...5 pts
- Veteran crew...Multiply the vehicle's final cost by 1,15

1 Tanks only.
2 Renegade Ordnance Tank only.

RENEGADES AND HERETICS ARMIES

Renegades and Heretics units may not be included in Allied Detachments or Combined Arms Detachments.

HQ

ARCH-DEMAGOGUE

WS BS S T W I A Ld Sv
Arch-demagogue 4 4 3 3 3 3 3 9 5+
Disciple 3 4 3 3 1 3 1 8 5+
Disciple Heavy Weapons Team 3 4 3 3 2 3 2 8 5+


UNIT TYPE:

Infantry. Arch-demagogue is Infantry (Character)

UNIT COMPOSITION:

1 Arch-demagogue, 4 Disciples...45 pts

WARGEAR:

  • Autogun (Disciple only)
  • Autopistol (Arch-demagogue only)
  • Close combat weapon (Arch-demagogue only)
  • Heavy stubber (Disciple Heavy Weapons Team)

SPECIAL RULES:

Disciple Heavy Weapons Team

  • Bulky
  • Eternal Warrior
  • Swarms

Options:

  • May include up to 8 additional Disciples...7 pts/model
  • May include one of the following.
- 2 additional Disciples...14 pts
- 1 Disciple Heavy Weapons Team...16 pts
  • The Arch-demagogue may replace their autopistol and/or close combat weapon with one of the following:
- Autogun...2 pts
- Bolt pistol...1 pt
- Twin-linked shotgun...3 pts
- Plasma pistol...8 pts
- Power axe...6 pts
- Power fist...8 pts
- Power lance...4 pts
- Power mace...6 pts
- Power sword...5 pts
  • The Arch-demagogue may take any of the following:
- Carapace armour...4 pts
- Melta bombs...3 pts
- Refractor field...10 pts
  • One Disciple may take one of the following Banners:
- Banner of Hate...25 pts
- Banner of the Apostate...10 pts
  • One Disciple that is not armed with a Banner may take a command net vox...5 pts
  • One Disciple that is not armed with a Banner or a command net vox may replace their autogun with one of the following:
- Flamer...5 pts
- Grenade launcher...5 pts
- Meltagun...15 pts
- Plasma gun...15 pts
  • The Disciple Heavy Weapons Team may replace its heavy stubber with one of the following:
- Autocannon...8 pts
- Heavy bolter...8 pts
- Lascannon...18 pts
- Mortar...free
- Missile launcher with 1/2/3 ammunition types...10/14/17 pts
  • The entire unit may take any of the following:
- Krak grenades...2 pts
- The Stubborn special rule...1 pt/model
- The Heretikal special rules...0,5 pts/model
  • The entire unit may take one of the following special rules:
- Covenant of Khorne...10 pts
- Covenant of Tzeentch...30 pts
- Covenant of Nurgle...20 pts
- Covenant of Slaanesh...5 pts
- Covenant of the Greater Good...5 pts
- Covenant of the True Renegade...10 pts
  • The Arch-demagogue may take one of the following special rules:
- Bloody-handed Reaver...
- Arch-heretic Revolutionary...15 pts
- Heretek Magus...20 pts
- Master of the Horde...20
- Mutant Overlord...20 pts
- Primaris-rogue Witch...45 pts
  • If the Arch-demagogue has the Primaris-rogue Witch special rule it may be upgraded to Psyker (Mastery Level 2)...25 pts

TROOPS

HERETIC MOB

WS BS S T W I A Ld Sv
Heretic 2 2 3 3 1 3 1 3 - Heretic Weapons Team 2 2 3 3 2 3 2 3 6+


UNIT TYPE:

Infantry

UNIT COMPOSITION:

20 Heretics

WARGEAR:

Heretics

  • Autopistol
  • Close combat weapon
  • Frag grenades

Heretic Weapons Team

  • Frag grenades
  • Heavy stubber

SPECIAL RULES:

  • Eternal Warrior (Heretic Weapons Team only)
  • Swarms (Heretic Weapons Team only)
  • Uncertain Worth

OPTIONS

  • The entire unit may take one of the following special rules:
- Covenant of Khorne...5 pts
- Covenant of Tzeentch...15 pts
- Covenant of Nurgle...10 pts
- Covenant of Slaanesh...3 pts
- Covenant of the Greater Good...2 pts
  • One Heretic may take a Chaos sigil...5 pts
  • Up to two Heretics which are not armed with a Chaos sigil may take one of the following:
- Flamer...5 pts/model
- Grenade launcher...3 pts/model
- Pulse carbine...2 pts/model
- Pulse rifle...2 pts/model
  • May replace two Renegade Veterans with a single Renegade Weapons Team...free
  • Any model may replace their heavy stubber with one of the following:
- Autocannon...5 pts
- Heavy bolter....5 pts
- Lascannon...10 pts
- Missile launcher with 1/2/3 types of ammunition...5/7/8 pts
- Mortar...free
  • The entire unit may take any of the following:
- Sub-flak armour...0,2 pts/model
- Krak grenades...2 pts
- The Fanatic special rule...3 pts
- The Heretek special rule...7 pts
  • Any model may replace its autopistol with one of the following:
- Autogun...0,5 pts/model
- Twin-linked shotgun...0,5 pts/model
  • The Heretic Champion may take any of the following:
- Bolt pistol...2 pts
- Carapace armour...3 pts
- Melta bombs...5 pts
- Power axe...4 pts
- Power fist...6 pts
- Power lance...3 pts
- Power mace...4 pts
- Power sword...3 pts

RENEGADE GUARD SQUAD

WS BS S T W I A Ld Sv
Renegade 3 3 3 3 1 3 1 5 6+
Renegade Champion 3 3 3 3 1 3 2 6 6+
Renegade Weapons Team 3 3 3 3 2 3 2 5 6+


UNIT TYPE:

Renegade

Infantry. The Renegade Champion is Infantry (Character)

UNIT COMPOSITION

9 Renegades, 1 Renegade Champion ...37 pts

WARGEAR:

  • Autogun
  • Frag grenades
  • Heavy stubber (Renegade Heavy Weapons Team only)

SPECIAL RULES:

  • Uncertain Worth
  • Swarms (Renegade Weapons Team only)
  • Eternal Warrior' (Renegade Weapons Team only)

OPTIONS

  • The entire unit may take one of the following special rules:
- Covenant of Khorne...3 pts
- Covenant of Tzeentch...10 pts
- Covenant of Nurgle...10 pts
- Covenant of Slaanesh...2 pts
- Covenant of the Greater Good...2 pts
  • One Renegade may take a vox-caster...5 pts
  • One Renegade that is not armed with a vox-caster may take a Chaos sigil...5 pts
  • Up to two Renegades which are not armed with a vox-caster or Chaos sigil may take one of the following:
- Flamer...5 pts/model
- Grenade launcher...5 pts/model
- Meltagun...15 pts/model
- Plasma gun...15 pts/model
- Pulse carbine...4 pts/model
- Pulse rifle...4 pts/model
- Sniper...4 pts/model
  • May replace two Renegades with a single Renegade Weapons Team...free
  • Any model may replace their heavy stubber with one of the following:
- Autocannon...10 pts
- Heavy bolter....10 pts
- Lascannon...20 pts
- Missile launcher with 1/2/3 types of ammunition...13/17/20 pts
- Mortar...free
  • The entire unit may take any of the following:
- Flak armour...3 pts
- Krak grenades...2 pts
- The Fanatic special rule...5 pts
- The Heretek special rule...5 pts
  • Any model may replace its autogun with one of the following:
- Twin-linked shotgun...0,5 pts/model
  • The Renegade Champion may take any of the following:
- Bolt pistol...2 pts
- Carapace armour...3 pts
- Melta bombs...5 pts
- Power axe...4 pts
- Power fist...6 pts
- Power lance...3 pts
- Power mace...4 pts
- Power sword...3 pts
  • The unit may take a Renegade Chimera or Renegade Taurox as a Dedicated Transport

RENEGADE VETERAN SQUAD

WS BS S T W I A Ld Sv
Renegade Veteran 3 4 3 3 1 3 1 5 6+
Renegade Veteran Weapons Team 3 4 3 3 2 3 2 5 6+
Veteran Champion 3 4 3 3 1 3 2 6 6+


UNIT TYPE:

Renegade

Infantry. The Renegade Champion is Infantry (Character)

UNIT COMPOSITION

9 Renegade Veterans, 1 Veteran Champion ...47 pts

WARGEAR:

  • Autogun
  • Frag grenades
  • Heavy stubber (Renegade Veteran Heavy Weapons Team only)

SPECIAL RULES:

  • Uncertain Worth
  • Swarms (Renegade Veteran Weapons Team only)
  • Eternal Warrior' (Renegade Veteran Weapons Team only)

OPTIONS

  • The entire unit may take one of the following special rules:
- Covenant of Khorne...3 pts
- Covenant of Tzeentch...10 pts
- Covenant of Nurgle...10 pts
- Covenant of Slaanesh...2 pts
- Covenant of the Greater Good...2 pts
  • One Renegade Veteran may take a vox-caster...5 pts
  • One Renegade Veteran that is not armed with a vox-caster may take a Chaos sigil...5 pts
  • Up to three Renegade Veterans which are not armed with a vox-caster or Chaos sigil may take one of the following:
- Flamer...5 pts/model
- Grenade launcher...5 pts/model
- Heavy flamer...10 pts/model
- Meltagun...15 pts/model
- Plasma gun...15 pts/model
- Pulse carbine...4 pts/model
- Pulse rifle...4 pts/model
- Sniper...4 pts/model
  • May replace two Renegade Veterans with a single Renegade Weapons Team...free
  • Any model may replace their heavy stubber with one of the following:
- Autocannon...10 pts
- Heavy bolter....10 pts
- Lascannon...20 pts
- Missile launcher with 1/2/3 types of ammunition...13/17/20 pts
- Mortar...free
  • The entire unit may take any of the following:
- Flak armour...5 pts
- Krak grenades...2 pts
- The Fanatic special rule...5 pts
- The Heretek special rule...5 pts
  • The entire unit may take one of the following options:
- Carapace armour...20 pts
- The Deep Strike special rule...5 pts
- The Tank Hunters special rule...25 pts
  • Any model may replace its autogun with one of the following:
- Twin-linked shotgun...free
  • The Renegade Champion may take any of the following:
- Bolt pistol...2 pts
- Carapace armour...3 pts
- Melta bombs...5 pts
- Power axe...4 pts
- Power fist...6 pts
- Power lance...3 pts
- Power mace...4 pts
- Power sword...3 pts
  • The unit may take a Renegade Chimera or Renegade Taurox as a Dedicated Transport

MUTANT PACK

WS BS S T W I A Ld Sv
Mutant 2 2 3 3 1 3 D3 5 -
Mutant Champion 3 3 3 3 1 3 D3+1 6 -


UNIT TYPE:

Infantry

UNIT COMPOSITION

10 Mutants ...30 pts

WARGEAR:

  • Autopistol
  • Close combat weapon
  • Frag grenades

SPECIAL RULES:

  • Random Attacks (Mutant): At the beginning of each Fight sub-phase, roll a D3 for each friendly Mutant Pack that is locked in combat. The result is the number of Attacks (before modifiers) that all Mutants in that unit have this turn, Mutant Champions have that number of Attacks +1.

OPTIONS:

  • May take up to 40 additional Mutants...3 pts/model
  • One Mutant may be upgraded to a Mutant Champion...10 pts
  • Any model may exchange their autopistol with an autopistol or a twin-linked shotgun...0,5 pts/model
  • The entire unit may take any of the following:
- Sub-flak armour...0,4 pts/model
- The Fanatic special rule...5 pts
  • The entire unit may take one of the following special rules:
  • The entire unit must take one of the following special rules:
- Bloated...free
- Burly...free
- Horryfying...free
- Floating...free

PLAGUE ZOMBIE PACK

WS BS S T W I A Ld Sv
Plague Zombie 2 2 3 3 1 2 1 2 -


UNIT TYPE:

Infantry

UNIT COMPOSITION

10 Plague Zombies ...30 pts

WARGEAR:

  • Close combat weapon

SPECIAL RULES:

  • Fearless
  • Feel No Pain
  • Slow and Purposeful

OPTIONS:

  • May take up to 40 additional Plague Zombies...3 pts/model

ELITES

BLIGHT DRONE

BS FA SA RA HP
Blight Drone 2 12 11 10 2


UNIT TYPE

Vehicle (Flyer, Hover)

UNIT COMPOSITION

1 Blight Drone ...150 pts

WARGEAR:

  • Reaper autocannon
  • Mawcannon
  • Daemonic Possession

SPECIAL RULES:

  • Daemon of Nurgle
  • Explosion of Pus: A model with this special rule suffers an Explodes! result on the vehicle damage table whenever it is Wrecked.

BLOOD SLAUGHTERER

WS BS S FA SA RA I A HP
Blood Slaughterer 5 1 6 13 12 10 4 4 3


UNIT TYPE

Vehicle (Walker)

UNIT COMPOSITION

1 Blood Slaughterer ...125 pts

WARGEAR:

  • Two power fists

SPECIAL RULES:

  • Eternal Crusade
  • Eye of the Gods
  • Scout
  • Acute Senses
  • Dedication to Khorne
  • Daemonic Possession
  • Fleet
  • Rage
  • Blind Fury: A model with this special rule must re-roll succesful cover saves.

OPTIONS:

  • May take the Deep Strike special rule ...15 pts
  • May replace one power fist with an impaler cannon ...5 pts

ENFORCER

WS BS S T W I A Ld Sv
Enforcer 4 4 3 3 2 3 3 9 5+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Enforcer...25 pts

WARGEAR:

  • Two close combat weapons

SPECIAL RULES:

  • Independent Character
  • Baleful Judge: If a unit including a model with this special rule fails a Fear, Morale or Pinning test, you may choose for this model to inflict D3 S 3 AP- hits on other models in this model's unit, the test may then be re-rolled. Wounds are inflicted on the closest model in the unit without this special rule.

OPTIONS:

  • May replace any close combat weapon with one of the following:
- Autopistol...2 pts
- Autogun...3 pts
- Bolt pistol...3 pts
- Power axe...6 pts
- Power fist...8 pts
- Power lance...4 pts
- Power mace...6 pts
- Power sword...5 pts
  • May take any of the following:
- Carapace armour...3 pts
- The Combat Drugs special rule...3 pts
- Melta bombs...3 pts

CHAOS SPAWN PACK

WS BS S T W I A Ld Sv
Chaos Spawn 3 0 5 5 3 3 D6 10 -


UNIT TYPE

Beast

UNIT COMPOSITION

1 Chaos Spawn ...28 pts

SPECIAL RULES:

  • Fear
  • Fearless
  • Rage
  • Very Bulky
  • Random Attacks: At the beginning of each Fight sub-phase, roll a D6 for each friendly Chaos Spawn Pack that is locked in combat. The result is the number of Attacks (before modifiers) that all Chaos Spawn in that unit have this turn.
  • Mutated Beyond Reason: At the beginning of each Fight sub-phase, before rolling for their Random Attacks, roll a D3 on the table below for each friendly Chaos Spawn unit that is locked in combat. The mutation affects every Chaos Spawn model in the unit and lasts for the rest of the current player turn.
D3 Mutation
1 Subcutanous Armour: The Chaos Spawn change their Sv to 4+.
2 Grasping Pseudopods: The Chaos Spawn rolls two D6 and pick the highest for their Random Attacks special rule.
3 Toxin Haemorrhage: The Chaos Spawn gain the Poisoned (4+) special rule.


OPTIONS:

  • May take up to four additional Chaos Spawn ...28 pts/model
  • The entire unit may take one of the following special rules:
- Mark of Khorne ...3 pts/model
- Mark of Tzeentch ...7 pts/model
- Mark of Nurgle ...10 pts/model
- Mark of Slaanesh ...4 pts/model

?RENEGADE MARAUDER SQUAD

WS BS S T W I A Ld Sv
Marauder Chief 4 4 3 3 2 4 2 6 5+
Marauder Chief 4 4 3 3 2 4 2 5 5+
Marauder Chief 4 4 3 3 2 4 2 5 5+


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Marauder Chief, 4 Marauders...25 pts

WARGEAR:

  • Two close combat weapons

SPECIAL RULES:

  • Uncertain Worth

OPTIONS:

  • The Marauder Chief's Leadership may be increased by:
- +1...x pts
- +2...x pts
- +3...x pts

OGRYN BRUTE GANG

WS BS S T W I A Ld Sv
Ogryn Brute 4 3 5 5 3 2 3 6 -
Chaos Hound 3 0 4 4 1 4 2 5 -


UNIT TYPE:

Infantry

UNIT COMPOSITION:

1 Ogryn Brute...20 pts

WARGEAR:

Ogryn Brute

  • Close combat weapon
  • Frag grenades

SPECIAL RULES:

  • Hammer of Wrath
  • Stubborn
  • Very Bulky

OPTIONS:

  • May take one of the following:
- Up to nine additional Ogryn Brutes...20 pts/model
- Up to six Chaos Hounds...6 pts/model
  • One Ogryn Brute may take a lascutter or a power drill...15 pts
  • If the unit does not include any Chaos Hounds the entire unit may take the Fearless and Rampage special rules...5 pts/model
  • The entire unit may take one of the following special rules:
- Covenant of the Greater Good...5 pts
- Mark of Khorne ...2 pts/model
- Mark of Tzeentch ...7 pts/model
- Mark of Nurgle ...7 pts/model
- Mark of Slaanesh ...3 pts/model
  • Any Ogryn Brute may take one of the following:
- Carapace armour...10 pts/model
- Flak armour...3 pts/model
- Sub-flak armour...1 pt/model
  • Any Ogryn Brute with the Mark of Tzeentch special rule may take carapace armour...6 pts/model
  • The unit may select a Renegade Chimera or Renegade Taurox as a Dedicated Transport.

RATLING RENEGADE SQUAD

WS BS S T W I A Ld Sv
Ratling Renegade 2 4 2 2 1 4 1 6 5+


UNIT TYPE:

  • Infantry

UNIT COMPOSITION:

  • 3 Ratling Renegades...24 pts

WARGEAR:

  • Camo gear
  • Laspistol
  • Sniper rifle

SPECIAL RULES:

  • Infiltrate
  • Slow and Purposeful

OPTIONS:

  • May include up to seven additional Ratling Renegades...6 pts/model

RENEGADE OGRYN SQUAD

WS BS S T W I A Ld Sv
Ogryn Renegade 4 3 5 5 3 2 3 6 6+
Renegade Bone'ead 4 3 5 5 3 2 4 7 6+


UNIT TYPE:

Infantry. The Renegade Bone'ead is Infantry (Character)

UNIT COMPOSITION:

2 Ogryn Renegades, 1 Renegade Bone 'ead...78 pts

WARGEAR:

  • Frag grenades
  • Ripper gun

SPECIAL RULES:

  • Hammer of Wrath
  • Stubborn
  • Very Bulky

OPTIONS:

  • May include up to seven additional Renegade Ogryns...26 pts/model
  • The entire unit may be armed with flak-armour...2 pts/model
  • The entire unit may take one of the following special rules:
- Mark of Khorne ...2 pts/model
- Mark of Tzeentch ...5 pts/model
- Mark of Nurgle ...5 pts/model
- Mark of Slaanesh ...3 pts/model
  • The unit may select a Renegade Chimera or Renegade Taurox as a Dedicated Transport.

ROGUE PSYKER

WS BS S T W I A Ld Sv
Rogue Psyker 2 2 3 3 2 3 1 8 -
Possessed Psyker 5 1 5 3 4 4 3 10 -


UNIT TYPE:

Infantry (Character)

UNIT COMPOSITION:

1 Rogue Psyker...25 pts

SPECIAL RULES:

  • Daemon (Possessed Psyker only)
  • Rending (Possessed Psyker only)
  • Psyker (Mastery Level 1) (Rogue Psyker only)
  • Aura of the Witch: A unit with this special rule may not be joined by Independent Characters, has the Fear special rule and has a 5+ invulnerable save.
  • The Daemon Unbound: (Rogue Psyker only) If a model with this special rule would suffer a Wound from a Perils of the Warp attack, it is instead immediately replace by a Possessed Psyker. The Possessed Psyker enters play with its full Wound value.

PSYKER:

Instead of randomly generating them Rogue Psykers select their powers via options given in the options section of this datasheet.

OPTIONS:

  • Must take one of the following psychic powers:
- Fire Shield from the Pyromancy discipline...free
- Infernal Gaze from the Daemonology (Malefic) discipline...free
- Terrify from the Telepathy discipline...free

FAST ATTACK

RENEGADE ARVUS LIGHTER

BS FA SA RA HP
Renegade Arvus Lighter 1 10 10 10 3


UNIT TYPE:

Vehicle (Flyer, Transport, Hover)

UNIT COMPOSITION:

1 Arvus Lighter...30 pts

TRANSPORT:

  • Transport Capacity: Twelve models.
  • Fire Points: None.
  • Access Points: One rear door.

OPTIONS:

  • May replace long-barrelled autocannon with one of the following:
- Two hellstrike missiles - 0 pts
- Two tactical krak bombs and the Strafing Run special rule - 0 pts
  • May replace heavy bolter with one of the following:
- Two twin-linked heavy stubbers - 10 pts
- Twin-linked multi-laser - 10 pts
- Two hellstrike missiles - 10 pts
- Twin-linked autocannon - 15 pts
  • May take any of the following:
- Extra armour - 5 pts
- Illum flares - 15 pts
- Searchlight - 1 pt

RENEGADE CHIMERA

BS FA SA RA HP
Renegade Chimera 3 12 10 10 3


UNIT TYPE:

Vehicle (Tank, Transport)

UNIT COMPOSITION:

1 Renegade Chimera...65 pts

WARGEAR:

  • Heavy bolter
  • Two lasgun arrays
  • Multi-laser
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Amphibious

TRANSPORT:

  • Transport Capacity: 12 models.
  • Fire Points: 2 models can fire from the top hatch.
  • Access Points: Renegade Chimeras have 1 Access Point at the rear.

OPTIONS:

  • May replace its heavy bolter with a heavy flamer...free
  • May replace its multi-laser with one of the following:
- Autocannon...5 pts'
- Heavy flamer...free
- Heavy bolter...free
- Twin-linked heavy bolter...5 pts
  • May replace its multi-laser and two lasgun arrays with an autocannon...free
  • May take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE HELLHOUND SQUADRON

BS FA SA RA HP
Hellhound 3 12 12 10 3


UNIT TYPE:

Vehicle (Fast, Tank)

UNIT COMPOSITION:

1 Renegade Hellhound...100 pts

Wargear

  • 1 heavy bolter
  • 1 inferno cannon

Options

  • May include up to two additional Renegade Hellhounds...100 pts/model
  • Any model may replace its heavy bolter with one of the following:
- Heavy flamer...free
- Multi-melta...10 pts
  • Any model may replace its inferno cannon with one of the following:
- Chem cannon...free
- Melta cannon...5 pts
  • Any model may take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE SALAMANDER SQUADRON

BS FA SA RA HP
Renegade Salamander 3 12 10 10 3


UNIT TYPE:

  • Vehicle (Tank, Open-topped, Fast)

UNIT COMPOSITION:

  • 1 Renegade Salamander...55 pts

WARGEAR:

  • Autocannon
  • Heavy bolter
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Scout
  • Amphibious

OPTIONS:

  • May include up to two additional Renegade Salamanders...55 pts/model
  • Any model may take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE SENTINEL SQUADRON

WS BS S FA SA RA I A HP
Renegade Scout Sentinel 3 3 5 10 10 10 3 1 2
Renegade Armoured Sentinel 3 3 3 12 10 10 3 1 2


UNIT TYPE:

Armoured Sentinel

Vehicle (Walker

Scout Sentinel

Vehicle (Walker, Open-topped)

UNIT COMPOSITION:

1 Scout Sentinel...21 pts

WARGEAR

Armoured Sentinel

  • Extra armour
  • Multi-laser

Scout Sentinel

  • Powerlifter

SPECIAL RULES

  • Infiltrate (Scout Sentinel only)
  • Move Through Cover (Scout Sentinel only)
  • Scout

OPTIONS:

  • May include up to two additional Scout Sentinels...21 pts/model
  • May upgrade all Scout Sentinels to Armoured Sentinels...12 pts/model
  • Any model may replace its powerlifter with one of the following:
- Autocannon...10 pts/model
- Heavy flamer...5 pts/model
- Missile launcher with 1/2/3 types of ammunition4...8/12/15 pts/model
- Multi-laser...5 pts/model
- Multiple rocket pod...10 pts/model
- Lascannon...15 pts/model
  • Any model may replace its multi-laser with one of the following:
- Autocannon...5 pts/model
- Heavy flamer...free
- Missile launcher with 1/2/3 types of ammunition4...3/7/10 pts/model
- Multiple rocket pod...5 pts/model
- Lascannon...10 pts/model
- Plasma cannon...10 pts/model
  • Any model may take items from the Renegades & Heretics Vehicle Equipment list

RENEGADE TAUROX

BS FA SA RA HP
Renegade Taurox 3 11 10 10 3


UNIT TYPE:

Vehicle (Transport)

UNIT COMPOSITION:

1 Renegade Taurox...45 pts

WARGEAR:

  • Twin-linked autocannon

SPECIAL RULES:

  • All-terrain APC

TRANSPORT:

  • Transport Capacity: 10 models.
  • Fire Points: 2 on each side of the hull.
  • Access Points: A Renegade Taurox has 1 Access point on each side of the hull and 1 at the rear.

Options:

  • May take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE VALKYRIE SQUADRON

BS FA SA RA HP
Renegade Valkyrie 3 12 12 10 3
Renegade Vendetta 3 12 12 10 3


UNIT TYPE:

Vehicle (Flyer, Hover, Transport)

UNIT COMPOSITION:

1 Renegade Valkyrie...100 pts

WARGEAR:

  • Extra armour
  • Multi-laser
  • Searchlight
  • Two hellstrike missiles

SPECIAL RULES:

  • Grav Chute Insertion: If a model with this special rule has moved more than 6", passengers may disembark using this special rule during the movement phase. To use this special rule nominate a point which this model moved over this movement phase. The unit immediately deep strikes onto the chosen point. If any model cannot be placed for any reason, the unit is destroyed.

TRANSPORT:

  • Transport Capacity: (Renegade Valkyrie only) Twelve models.
  • Transport Capacity: (Renegade Vendetta only) Six models.
  • Access Points: 1 access point on each side of the hull and 1 at the rear

OPTIONS:

  • May include up to two additional Renegade Valkyries...100 pts/model
  • All Renegade Valkyries may be upgraded to Renegade Vendettas, replacing two hellstrike missiles and multi-laser with a twin-linked lascannon and two hellfury missiles...50 pts/model
  • Any Renegade Valkyrie may replace its multi-laser with a lascannon...free
  • Any Renegade Valkyrie may replace its two hellstrike missiles with two multiple rocket pods...10 pts
  • Any Renegade Valkyrie may take two heavy bolters...25 pts
  • Any Renegade Vendetta may replace its two hellfury missiles with two twin-linked lascannons...20 pts
  • Any Renegade Vendetta may take two heavy bolters...25 pts

ROUGH RIDER RENEGADE SQUAD

WS BS S T W I A Ld Sv
Rough Rider Renegade 3 3 3 4 2 3 2 7 5+
Rough Rider Renegade Sergeant 3 3 3 4 2 3 3 8 5+


UNIT TYPE:

Cavalry. The Rough Rider Renegade Sergeant is Cavalry (Character)

UNIT COMPOSITION:

4 Rough Rider Renegades, 1 Rough Rider Renegade Sergeant...85 pts

Wargear:

  • close combat weapon
  • Frag grenades
  • hunting lance
  • laspistol
  • Krak grenades

Options:

  • May include up to five additional Rough Rider Renegades...15 pts/model
  • The Rough Rider Renegade Sergeant may take items from the Melee Weapons list.
  • The Rough Rider Renegade Sergeant may replace their laspistol or close combat weapon with plasma pistol...5 pts
  • The Rough Rider Renegade Sergeant may take melta bombs...5 pts
  • Up to two Rough Rider Renegades may take items from the Special Weapons list.

HEAVY SUPPORT

RENEGADE BOMBARD TEAM SQUADRON

BS FA SA RA HP
Renegade Bombard 3 14 13 11 3
Renegade Trojan 3 10 10 10 2


UNIT TYPE:

Renegade Bombard

  • Vehicle (Heavy, Tank)

Renegade Trojan

  • Vehicle (Transport, Fast, Open-topped)

UNIT COMPPOSITION:

  • 1 Renegade Bombard, 1 Renegade Trojan...110 pts

WARGEAR:

Renegade Bombard

  • Bombard heavy siege mortar
  • Searchlight
  • Smoke launchers

Renegade Trojan

  • Heavy flamer
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Amphibious (Renegade Trojan only)
  • Artillery Tractor: (Renegade Trojan only) A model with this special rule can transport models with the Artillery type. Models with the Artillery type may not start the game embarked upon this model and must disembark from this vehicle at the end of the turn in which they embarked.
  • Support Vehicle: (Renegade Trojan only) Once per Shooting phase you may nominate a friendly Tank or Artillery model within 6" of this model. The nominate model may re-roll failed To Hit rolls until the end of the turn.

OPTIONS:

  • May include up to two additional Renegade Bombard teams each including 1 Renegade Bombard and 1 Renegade Trojan...110 pts each
  • Any model may take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE FIELD ARTILLERY SQUAD

WS BS S T W I A Ld Sv
Artillery Piece 7 2 3+
Heretic 3 3 3 3 1 3 1 3 5+
Renegade 3 3 3 3 1 3 1 5 5+


UNIT TYPE:

  • Artillery

UNIT COMPOSITION:

  • 3 Heretics, 1 Artillery Piece...33 pts

WARGEAR:

Heretics and Renegades

  • Laspistol
  • Frag grenades

Artillery Piece

  • 1 heavy mortar

SPECIAL RULES:

  • Immobile Artillery: (Artillery Piece only) A model with this special rule can only be moved by special rules of other models. It can still

OPTIONS:

  • Any model may replace their laspistol with a lasgun...1 pt/model
  • Any model may replace its heavy mortar with one of the following:
- Heavy siege mortar...free
- Illumn mortar...free
- Quad launcher...35 pts/model
  • May include up to two additional Field Artillery Teams, each consting of 3 Heretics and 1 Artillery Piece...33 pts each
  • May include up to 2 additional Heretics for each Artillery Piece in the unit...5 pts/model
  • May upgrade all Heretics to Renegades...4 pts/model

RENEGADE HEAVY ARTILLERY SQUAD

WS BS S T W I A Ld Sv
Heavy Artillery Piece 7 2 3+
Heretic 2 2 3 3 1 3 1 7 5+
Renegade 3 3 3 3 1 3 1 7 5+


UNIT TYPE:

  • Artillery

UNIT COMPOSITION:

  • 4 Heretics, 1 Heavy Artillery Piece...100 pts

WARGEAR:

Heretics and Renegades

  • Frag grenades
  • Laspistol

Heavy Artillery Piece

  • Earthshaker cannon

SPECIAL RULES:

  • Immobile Artillery: (Heavy Artillery Piece only) A model with this special rule can only be moved by special rules of other models. It can still

OPTIONS:

  • Any model may replace its laspistol with a lasgun...1 pt/model
  • Any model may replace its earthshaker cannon with one of the following:
- Medusae siege cannon...20 pts/model
- Medusae bastion breacher...25 pts/model
  • May include up to 2 additional Heavy Artillery Teams, each consting of 4 Heretics and 1 Heavy Artillery Piece...100 pts each
  • May include up to 4 additional guardsmen for each Heavy Artillery Piece in the unit...10 pts/model

RENEGADE HEAVY WEAPONS SQUAD

WS BS S T W I A Ld Sv
Heretic Heavy Weapons Team 2 2 3 3 2 3 1 3 5+
Renegade Heavy Weapons Team 3 3 3 3 2 3 1 5 5+


UNIT TYPE:

  • Infantry

UNIT COMPOSITION:

  • 3 Heretic Heavy Weapons Teams...20 pts

Wargear:

  • Frag grenades
  • Lasgun

Special Rules:

  • Swarms
  • Eternal Warrior

Options

  • May upgrade all Heretic Heavy Weapons Teams to Renegade Heavy Weapons Teams...10 pts
  • All models in the squad, must take items from the Heavy Weapons list.

RENEGADE LEMAN RUSS SQUADRON

BS FA SA RA HP
Renegade Leman Russ Battle Tank 3 14 13 10 3
Renegade Leman Russ Siege Tank 3 14 13 11 3
Renegade Leman Russ Conqueror 3 14 13 10 3


UNIT TYPE:

  • Vehicle (Heavy, Tank)

UNIT COMPOSITION:

  • 1 Renegade Leman Russ Battle Tank...125 pts

WARGEAR:

  • Eradicator nova cannon (Renegade Leman Russ Battle Tank only)
  • Punisher gatling cannon (Renegade Leman Russ siege Tank only)
  • Conqueror battle cannon (Renegade Leman Russ Conqueror only)
  • Storm bolter (Renegade Leman Russ Conqueror only)
  • Heavy bolter
  • Searchlight
  • Smoke Launchers

OPTIONS

  • May include up to two additional Renegade Leman Russ Battle Tanks...125 pts/model
  • Any model may replace its eradicator nova cannon with one of the following:
- Exterminator autocannon...free
- Leman Russ battle cannon...30 pts/model
- Twin-linked lascannon...free
- Vanquisher cannon...10 pts/model
  • Any model may replace its eradicator nova cannon and heavy bolter with a lascannon and a twin-linked lascannon...10 pts
  • May replace any Renegade Leman Russ Battle Tank with one of the following:
- Renegade Leman Russ Conqueror...25 pts/model
- Renegade Leman Russ Siege Tank...5 pts/model
  • Any model may replace its punisher gatling cannon with one of the following:
- Leman Russ demolisher cannon...30 pts/model
- Executioner plasma cannon...40 pts/model
  • Any model may replace its heavy bolter with a heavy flamer...free
  • Any model may take one of the following:
- Two heavy flamers...10 pts/model
- Two heavy bolters...20 pts/model
- Two multi-meltas...20 pts/model
- Two plasma cannons...30 pts/model
  • Any model may take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE ORDNANCE SQUADRON

BS FA SA RA HP
Ordnance Platform 3 10 10 10 3


UNIT TYPE:

  • Vehicle (Open-topped)

UNIT COMPOSITION:

  • 1 Ordnance Platform...65 pts

WARGEAR:

  • Heavy Bolter
  • Two twin-linked hydra autocannons
  • Searchlight
  • Smoke Launchers

OPTIONS:

  • May include up to 2 additional Ordnance Platforms...40 pts/model
  • Any model may replace two twin-linked hydra autocannons with one of the following:
- Earthshaker cannon...40 pts/model
- Four storm eagle missiles...70 pts/model
- Four lightning raptor missiles...70 pts/model
  • Any model may replace its heavy bolter with a heavy flamer...free
  • Any model may take camo netting...15 pts/model

RENEGADE ORDNANCE TANK SQUADRON

BS FA SA RA HP
Ordnance Tank 3 12 10 10 3


UNIT TYPE:

  • Vehicle (Open-topped, Tank)

UNIT COMPOSITION:

  • 1 Ordnance Tank...65 pts

WARGEAR:

  • Heavy Bolter
  • Searchlight
  • Smoke Launchers
  • Two twin-linked hydra autocannons

Options:

  • May include up to 2 additional Ordnance Tanks...65 pts/model
  • Any model may replace its two twin-linked hydra autocannons with one of the following:
- Collossus siege mortar...25 pts/model
- Deathstrike missile launcher...65 pts/model
- Griffon heavy mortar...15 pts/model
- Medusae siege cannon...70 pts/model
- Medusae bastion breacher...75 pts/model
- Earthshaker cannon...55 pts/model
- Two twin-linked stormshard mortars...10 pts/model
- Four storm eagle rockets...

95 pts/model

- Four lightning raptor rockets...95 pts/model
  • Any model may replace its heavy bolter with a heavy flamer...free
  • Any model may take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE RAPIER SQUAD

WS BS S T W I A Ld Sv
Heretic 2 2 3 3 1 3 1 3 -
Chaos Rapier 7 2 3+


UNIT TYPE

Artillery

UNIT COMPOSITION

2 Heretics, 1 Chaos Rapier ...46 pts

WARGEAR:

Chaos Rapier

  • Quad heavy bolter

SPECIAL RULES:

  • Stubborn
  • Uncertain Worth (Heretics only)
  • Hellish Demise: (Chaos Rapier only) All units (friend and foe) suffer a number of S 3 AP - hits when a model with this special rule is destroyed equal to the number of models in the unit within D3" of the model.

OPTIONS:

  • May include up to two additional Chaos Rapier teams each including 1 Chaos Rapier and 2 Heretics ...46 pts/team
  • May upgrade all Heretics to Renegades...7 pts/model
  • Any Chaos Rapier may replace quad heavy bolter with one of the following:
- Laser destroyer ...10 pts/model
- Ectoplasma cannon ...10 pts/model
- Hades autocannon ...15 pts/model
- Cyclotrathe pattern conversion beamer ...30 pts/model

RENEGADE SENTRY GUN BATTERY

BS FA SA RA HP
Sentry Gun 2 10 10 10 1


UNIT TYPE:

  • Vehicle

UNIT COMPOSITION:

  • 1 Sentry Gun...15 pts

WARGEAR:

  • Twin-linked heavy bolter

SPECIAL RULES:

  • Firing Modes: A sentry gun can fire in one of two modes. You must decide which mode the sentry gun will be set in before the start of the game. You cannot change the mode once you have decided, it remains in that mode for the rest of the game.
- Point Defence Mode: The Sentry Gun may never turn or move.
- Sentry Mode: The Sentry Gun must face to turn the nearest enemy unit during your movement phase, it may not move.
  • Target Priority: Sentry Gun Batteries must shoot at the nearest enemy prime target within range and line of sight of all the Sentry Guns in the Sentry Gun Battery. If no prime target is within range or line of sight of all Sentry Guns in the Sentry Gun Battery then the Sentry Gun Battery will fire at the closest enemy unit within range and line of sight of all Sentry Guns in the Sentry Gun Battery. If no such target is available the unit must target the nearest enemy unit which the most Sentry Guns can fire at.
  • Prime Target: If armed with twin-linked heavy bolter Sentry Guns treat unengaged units including one or more models with the Bike, Cavalry, Infantry, Jump Infantry as prime targets, otherwise they treat unengaged Monstrous Creatures and unengaged vehicles as prime targets.

OPTIONS:

  • All models may replace their twin-linked heavy bolter with one of the following:
- Multi-melta...free
- Twin-linked lascannon...15 pts/model

SABRE WEAPONS TEAM SQUAD

WS BS S T W I A Ld Sv
Heretics 2 2 3 3 1 3 1 3 6+
Sabre 7 2 3+
Renegade Combat Engineer 3 4 3 3 1 3 1 7 4+


UNIT TYPE:

  • Artillery

UNIT COMPOSITION:

  • 1 Guardsman, 1 Sabre...35 pts

WARGEAR:

Combat Engineer

  • Frag grenades
  • Twin-linked shotgun

Guardsman

  • Lasgun

Sabre

  • Twin-linked heavy bolter

OPTIONS:

  • Any model may replace 1 twin-linked heavy bolter with one of the following:
- Laser destroyer...20 pts/model
- Quad heavy stubber...5 pts/model
- Sabre searchlight...free
- Twin-linked autocannon...5 pts/model
- Twin-linked lascannon...10 pts/model
  • May include up to 2 additional Sabre Weapons Teams, each consting of 1 Heretic and 1 Sabre...25 pts each
  • May include up to 1 additional Heretic for each Sabre in the unit...5 pts/model
  • May replace all Heretics with Combat Engineers...10 pts/model

LORDS OF WAR

AN'GGRATH

WS BS S T W I A Ld Sv
An'ggrath 10 10 10 8 8 10 8 10 2+


UNIT TYPE

Flying Gargantuan Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...888 pts

WARGEAR:

  • Assault grenades
  • Axe of Khorne
  • Icon of Chaos
  • Lash of Khorne

SPECIAL RULES:

  • Daemon of Khorne
  • Daemon Lord: A model with this special rule has a 3+ invulnerable save.
  • Deathbringer: Add +D6 to An'ggrath's Attacks characteristic in a turn in which An'ggrath charges. Add +4 to Deny the Witch rolls for An'ggrath.

AETAOS'RAU'KERES

WS BS S T W I A Ld Sv
Aetaos'rau'keres 9 6 8 8 9 9 5 10 -


UNIT TYPE

Flying Gargantuan Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...999 pts

WARGEAR:

  • Icon of Chaos
  • The Staff of Cataclysm
Range S AP Type
1 3 Apocalyptic Barrage 6+D3, Arcane Ritual, Haywire, Poisoned (4+)

Arcane Ritual: This profile cannot be used if the model using the weapon with this type has moved in the previous movement phase. Ignore the Relentless special rule for the purpose of this special rule. To fire this weapon the firing model must first pass a Leadership test, if the test is failed your opponent decides the target of the attack. Note that Battle Brothers of Aetaos'rau'keres under Aetaos'rau'keres' control are not viable targets for the attack, any other unit is.
Cataclysmic Rift: When an Infantry unit are destroyed by a weapon with this special rule a new unit of Pink Horrors is created within 12" of the last model removed from the unit. The number of Pink Horrors is equal to the number of Wounds caused to the unit by this shooting attack this turn. Models are summoned following the rules for the summoning powers in the Daemonology (Malefic) discipline.
  • Wind of Chaos
Range S AP Type
24" 2D6 4 Assault 1, Blast, Flux

Flux: If an 11 or 12 is rolled, Wind of Chaos is resolved at Strength 10 and replaces the Blast special rule with the Large Blast special rule.

SPECIAL RULES:

  • Daemon of Tzeentch
  • Psyker (Mastery Level 5)
  • Daemon Lord: A model with this special rule has a 3+ invulnerable save.
  • Dark Jealousy: Chaos Daemons Monstrous Creatures that are also Characters and Chaos Space Marine Daemon Princes treat Aetaos'rau'keres as Come the Apocalypse. Aetaos'rau'keres must be your army's Warlord.
  • Mantle of Twisted Fates: A Beam, Focussed Witchfire, Malediction, Nova or Witchfire power nullified by a Deny the Witch test made by Aetaos'rau'keres is resolved against the unit of the Psyker that manifested the power on the D6 roll of a 4+. If the power targets only a single model, the Psyker that manifested the power becomes the target. In case the power cannot target the Psyker that manifested the power or the Psyker's unit, this special rule has no effect.
  • Riftbringer: At the end of any Assault phase in which Aetaos'rau'keres causes one or more unsaved Wounds, roll 2D6, adding 1 to the total for every full 3 unsaved Wounds Aetaos'rau'keres caused this phase. If the total is less than 9, nothing happens. If the total is 9 or greater a new unit of 8 Pink Horrors and 1 purple horror is created within 12" of Aetos'rau'keres. Models are summoned following the rules for the summoning powers in the Daemonology (Malefic) discipline.
  • Souleater: At the end of any Assault phase in which this model caused one or more unsaved Wounds, roll a D6. On a 2+ this model gains a single Wound (to a maximum of 10). Note that that this may take this model above its starting number of Wounds.

PSYKER:

Aetaos'rau'keres knows all powers from the Biomancy, Change, Divination, Pyromancy, Telekinesis and Telepathy disciplines.

SCABEIATHRAX

WS BS S T W I A Ld Sv
Scabeiathrax 9 3 8 9 6 3 5 10 -


UNIT TYPE

Gargantuan Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...777 pts

WARGEAR:

  • Blade of decay
Range S AP Type
- D 1 Melee, Bite of Death

Bite of Death: A model that suffers an unsaved Wound from a weapon with this special rule must pass a Toughness test using 2D6 or be removed as a casualty.
  • Icon of chaos
  • Assault grenades
  • Toxic discharge
Range S AP Type
Hellstorm 5 4 Assault 1, All Engulfing Spew

All Engulfing Destruction: If Scabeiathrax did not move in the Movement phase or Deep Strike this turn its toxic discharge is resolved at Strength D.

SPECIAL RULES:

  • Daemon of Nurgle
  • Rage
  • Feel No Pain (4+)
  • Daemon Lord: A model with this special rule has a 3+ invulnerable save.
  • Hulking Monster: A model with this special rule may only move 6" in the Movement phase.
  • Maggotspore: Enemy models that start any move more than 6" from Scabeithrax and end their move within 6" of Scabeiathrax reduce their Toughness value by 3 while within 6" of Scabeiathrax.

ZARAKYNEL

WS BS S T W I A Ld Sv
Zarakynel 10 3 7 7 6 10 5 10 -


UNIT TYPE

Gargantuan Monstrous Creature (Character)

UNIT COMPOSITION

1 (Unique) ...666 pts

WARGEAR:

  • Assault grenades
  • Icon of Chaos
  • The Souleater Sword
Range S AP Type
- User 1 Melee, Instant Death

  • Deathly Rapture:
Range S AP Type
36" 6 3 Assault D6, Pinning

SPECIAL RULES:

  • Daemon of Slaanesh
  • Rage
  • Angel of Despair: Any non-Fearless unit in close combat with Zarakynel must pass a Leadership test at the start of each Fight sub-phase or be unable to strike blows that turn. In the case of Independent Characters inside units, roll once for each Independent Character and once for the unit.
  • Daemon Lord: A model with this special rule has a 3+ invulnerable save.
  • Souleater: At the end of any Assault phase in which this model caused one or more unsaved Wounds, roll a D6. On a 2+ this model gains a single Wound (to a maximum of 10). Note that that this may take this model above its starting number of Wounds.

CHAOS WARHOUND

WS BS S FA SA RA I A HP
Chaos Warhound 2 4 10 14 13 12 1 1 9


UNIT TYPE

Super-heavy Walker

UNIT COMPOSITION

1 Chaos Warhound ...730 pts

WARGEAR:

  • Two void shields
  • Two double-barrelled turbo laser destructors

TITAN WEAPONS

Range S AP Type
Double-barrelled turbo laser destructor 96" D 2 Heavy 2, Large Blast
Inferno gun Hellstorm 7 3 Primary Weapon 1
Plasma blastgun
- Rapid 72" 7 3 Primary Weapon 2, Massive Blast
- Overload 96" 10 2 Primary Weapon 1, Apocalyptic Blast
Vulcan mega-bolter 60" 6 3 Heavy 15

SPECIAL RULES:

  • Move Through Cover
  • Scout
  • Agile: A model with this special rule may choose to Run 2D6" and still fire a single weapon or Run 4D6" instead of shooting.
  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.

OPTIONS:

  • May replace any double-barrelled turbo laser destructor with one of the following:
- Inferno gun ...free
- Plasma blastgun ...free
- Vulcan mega-bolter ...free
  • May take one of the following special rules:
- Daemonic Titan of Khorne ...60 pts
- Daemonic Titan of Tzeentch ...85 pts
- Daemonic Titan of Nurgle ...110 pts
- Daemonic Titan of Slaanesh ...60 pts

CHAOS REAVER

WS BS S FA SA RA I A HP
Chaos Reaver 2 4 10 14 13 12 1 2 18


UNIT TYPE

Super-heavy Walker

UNIT COMPOSITION

1 Chaos Reaver ...1450 pts

WARGEAR:

  • Four void shields
  • Plasma blastgun
  • Two gatling blasters

SPECIAL RULES:

  • Move Through Cover
  • God of War: A model with this special rule may not be deployed within 48" of your opponents deployment zone or within 36" of either of the sides of the table.

OPTIONS:

  • May replace double-barrelled turbo laser destructor with one of the following:
- Inferno gun ...free
- Plasma blastgun ...free
- Vulcan mega-bolter ...free
- Vortex missile ...free
- Apocalypse missile launcher ...free
  • May replace any gatling blaster with one of the following:
- Laser blaster ...free
- Reaver fist ...free
- Volcano cannon ...free
  • May take one of the following special rules:
- Daemonic Titan of Khorne ...160 pts
- Daemonic Titan of Tzeentch ...160 pts
- Daemonic Titan of Nurgle ...160 pts
- Daemonic Titan of Slaanesh ...160 pts

GIANT CHAOS SPAWN PACK

WS BS S T W I A Ld Sv
Giant Chaos Spawn 4 0 6 6 4 3 D6+2 10 -


UNIT TYPE

Monstrous Creature

UNIT COMPOSITION

1 Giant Chaos Spawn ...60 pts

SPECIAL RULES:

  • Fear
  • Fearless
  • Rage
  • Random Attacks (Giant Chaos Spawn): At the beginning of each Fight sub-phase, roll a D6 for each friendly Giant Chaos Spawn that is locked in combat. The result +2 is the number of Attacks (before modifiers) that the Giant Chaos Spawn has this turn.
  • Mutated Beyond Reason: At the beginning of each Fight sub-phase, before rolling for their Random Attacks, roll a D3 on the table below for each friendly Chaos Spawn Pack and Giant Chaos Spawn that is locked in combat. The mutation affects every Chaos Spawn and Giant Chaos Spawn model in the unit and lasts for the rest of the current player turn.
D3 Mutation
1 Subcutanous Armour: The models change their Sv to 4+.
2 Grasping Pseudopods: The models roll two D6 and pick the highest for their Random Attacks special rule.
3 Toxin Haemorrhage: The models gain the Poisoned (4+) special rule.


OPTIONS:

  • May include up to two additional Giant Chaos Spawn...60 pts/model
  • The unit may purchase one of the following Marks of Chaos:
- Mark of Khorne ...5 pts/model
- Mark of Tzeentch ...15 pts/model
- Mark of Nurgle ...10 pts/model
- Mark of Slaanesh ...6 pts/model

GREATER BRASS SCORPION

WS BS S FA SA RA I A HP
Brass Scorpion 3 3 10 14 13 10 3 6 9 Vehicle (Super-heavy Walker) 1 Brass Scorpion


UNIT TYPE

Super-heavy Walker

UNIT COMPOSITION

1 Brass Scorpion ...750 pts

WARGEAR:

  • Daemonic Possession
  • Scorpion cannon
  • Soulburner cannon
  • Two hellmaw cannons

SPECIAL RULES:

  • It Will Not Die
  • Dedication to Khorne
  • Multi-legged Terror: When making Stomp attacks a model with this special rule makes D3+2 Stomps.
  • Frenzied Charge: A model with this special rule add 1D6 to its Charge distance.
  • Doomsday Reactor: When a model with this special rule suffers catastrophic damage it adds +2 to its roll on the Catastrophic Damage table.
  • Runes of the Blood God: Any unit which targets a model with this special rule with a psychic power suffers a Perils of the Warp result regardless of whether or not the power is succesfully manifested.
  • Battlefield Deity: A model with this special rule may not be deployed within 36" of your opponents deployment zone or within 24" of either of the sides of the table.

LORD OF SKULLS

WS BS S FA SA RA I A HP
Lord of Skulls 3 3 10 13 13 11 3 4 9


UNIT TYPE

Vehicle (Super-heavy Walker)

UNIT COMPOSITION

1 Lord of Skulls ...700 pts

WARGEAR:

  • Daemonic possession
  • Gorestorm cannon
  • Great cleaver of Khorne
  • Hades gatling cannon

SPECIAL RULES:

  • Daemon of Khorne
  • Fleet
  • It Will Not Die
  • Fuelled by Rage: The Lord of Skulls adds +1 to its Attacks characteristic for every Hull Point it has lost (including any that have been regained).
  • Tracked Behemoth: A Lord of Skulls can Tank Shock or Ram using the Thunderblitz table, in the same manner as a Super-heavy vehicle, but it may not Stomp.

OPTIONS:

  • May replace gorestorm cannon with one of the following:
- Ichor cannon...10 pts
- Daemongore cannon...65 pts
  • May replace Hades gatling cannon with a skullhurler...60 pts

RENEGADE BANEBLADE

BS FA SA RA HP
Banehammer 3 14 13 12 9
Baneblade 3 14 13 12 9
Doomhammer 3 14 13 12 9
Banesword 3 14 13 12 9
Hellhammer 3 14 13 12 9
Shadowsword 3 14 13 12 9
Stormblade 3 14 13 12 9
Stormlord 3 14 13 12 9
Stormsword 3 14 13 12 9


UNIT TYPE:

Banehammer, Doomhammer and Stormlord

  • Super-heavy Vehicle (Tank, Transport)

Baneblade, Banesword, Hellhammer, Shadowsword, Stormblade and Stormsword

  • Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

  • 1 Banehammer...410 pts

WARGEAR:

Baneblade

  • Autocannon
  • Baneblade cannon
  • Demolisher cannon
  • Twin-linked heavy bolter
  • Searchlight
  • Smoke launchers

Banehammer

  • Searchlight
  • Smoke launchers
  • Tremor cannon
  • Twin-linked heavy bolter

Banesword

  • Quake cannon
  • Searchlight
  • Smoke launchers
  • Twin-linked heavy bolter

Doomhammer

  • Magma cannon
  • Searchlight
  • Smoke launchers
  • Twin-linked heavy bolter

Hellhammer

  • Autocannon
  • Hellhammer cannon
  • Demolisher cannon
  • Searchlight
  • Smoke launchers
  • Twin-linked heavy bolter

Shadowsword

  • Searchlight
  • Smoke launchers
  • Volcano cannon

Stormblade

  • Heavy bolter
  • Plasma blastgun
  • Searchlight
  • Smoke launchers

Stormsword

  • 1 stormsword cannon
  • 1 heavy bolter
  • Searchlight
  • Smoke launchers

SPECIAL RULES:

  • Ignores Cover
  • All Power to Weapons!: If a model with this special rule does not move, it may fire its Vulcan mega-bolter twice in the following Shooting phase (at the same target or a different one).

TRANSPORT:

  • Transport Capacity: (Banehammer and Doomhammer only) 25 models.
  • Transport Capacity: (Stormlord only) 40 models.
  • Fire Points: (Banehammer and Doomhammer only) 10 models can fire from the troop bay.
  • Fire Points: (Stormlord only) 20 models can fire from the troop bay.
  • Access Points: (Banehammer and Doomhammer only) Banehammers and Doomhammers have 1 Access Point at the rear.
  • Access Points: (Stormlord only) Stormlords are treated as Open-topped vehicle for the purpose of embarking and disembarking. The +1 damage modeifier for Open-topeed vehicles does not apply to Stormlords.

OPTIONS:

  • May replace the Doomhammer with one of the following:
- Baneblade...105 pts
- Banehammer...free
- Banesword...20 pts
- Hellhammer...120 pts
- Shadowsword...60 pts
- Stormblade...free
- Stormlord...60 pts
- Stormsword...120 pts
  • May take up to one of each of the following:
- Hunter-killer missile...14 pts
- Heavy stubber...3 pts
- Storm bolter...5 pts
- Ace crew...1/6th of the vehicle's pts cost including all other options except this one
  • May take up to two of the following:
- Two lascannons and two twin-linked heavy bolters...60 pts each
- Two lascannons and two twin-linked heavy flamers...50 pts each
  • Shadowswords may take one of the following:
- Twin-linked heavy bolter...10 pts each
- Twin-linked heavy flamer...7 pts each
  • Shadowswords may replace its two lascannons with a targeting array...free

RENEGADE MACHARIUS

BS FA SA RA HP
Macharius 3 14 13 12 6


UNIT TYPE:

  • Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

  • 1 Macharius...325 pts

Wargear:

  • Macharius battle cannon
  • Twin-linked heavy stubber
  • Two heavy stubbers

SPECIAL RULES:

  • All Power to Weapons!: If a model with this special rule does not move, it may fire its Vulcan mega-bolter twice in the following Shooting phase (at the same target or a different one).

OPTIONS:

  • May replace its Macharius battle cannon with one of the following:
- Macharius vanquisher cannon...50 pts
- Omega pattern plasma blastgun...50 pts
- Vulcan mega-bolter...80 pts
  • May replace its two heavy stubbers with one of the following:
- Two heavy bolters...10 pts
- Two heavy flamers...10 pts
  • May take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE MALCADOR

BS FA SA RA HP
Malcador 3 14 13 12 6


UNIT TYPE:

  • Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

  • 1 Malcador...235 pts

'WARGEAR:

  • Heavy bolter
  • Leman Russ battle cannon
  • Searchlight
  • Two heavy stubbers

OPTIONS:

  • May take a hunter-killer missile...14 pts
  • May replace its Leman Russ battle cannon and heavy bolter with one of the following:
- Chem inferno gun...50 pts
- Five heavy bolters and 1 demolisher cannon...50 pts
- Inferno gun...40 pts
- Leman Russ battle cannon and 1 autocannon...5 pts
- Leman Russ battle cannon and 1 lascannon...10 pts
- Twin-linked lascannon and 1 autocannon...free
- Twin-linked lascannon and 1 lascannon...5 pts
- Twin-linked lascannon and 1 demolisher cannon...40 pts
  • May replace its two heavy stubbers with one of the following:
- Two autocannons...20 pts
- Two lascannons...30 pts
  • May replace its battle cannon, heavy bolter and two heavy stubbers with one of the following:
- Chem inferno gun and 2 heavy bolters...60 pts
- Chem inferno gun and 2 heavy flamers...60 pts
- Inferno gun and 2 heavy bolter...50 pts
- Inferno gun and 2 heavy flamers...50 pts
  • May take one of the following:
- Storm bolter...5 pts
- Heavy stubber...5 pts

RENEGADE MINOTAUR

BS FA SA RA HP
Minotaur 3 14 12 13 6


UNIT TYPE:

  • Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

  • 1 Minotaur...275 pts

WARGEAR:

  • Smoke launchers
  • Searchlight
  • Two earthshaker cannons

SPECIAL RULES:

  • Indirect Fire: When a weapon with this special rule is fired or when a model with this special rule fires a Barrage weapon, the Ballistic Skill of the firer is not subtracted from the scatter distance; unless a Hit! is rolled on the scatter dice, the blast marker always scatters a full 2D6".

OPTIONS:

  • May take items from the Renegades & Heretics Vehicle Equipment list.

RENEGADE VALDOR

BS FA SA RA HP
Valdor 3 13 12 11 6


UNIT TYPE:

  • Super-heavy Vehicle (Tank)

UNIT COMPOSITION:

  • 1 Valdor...250 pts

WARGEAR:

  • Heavy stubber
  • Neutron laser projector
  • Smoke launchers
  • Searchlight

OPTIONS:

  • May replace its heavy stubber with one of the following:
- Autocannon...10 pts
- Heavy bolter...5 pts
- Heavy flamer...3 pts
- Lascannon...15 pts
  • May take items from the Renegades & Heretics Vehicle Equipment list.

SPINED CHAOS BEAST PACK

WS BS S T W I A Ld Sv
Spined Chaos Beast 5 0 7 6 4 4 3 5 -


UNIT TYPE

Monstrous Creature

UNIT COMPOSITION

1 Spined Chaos Beast ...60 pts

SPECIAL RULES:

  • Fearless
  • It Will Not Die

OPTIONS:

  • May include up to two additional Spined Chaos Beasts...60 pts/model
  • The entire unit must take one of the following special rules:
- Daemon of Khorne...10 pts
- Daemon of Tzeentch...5 pts
- Daemon of Nurgle...10 pts
- Daemon of Slaanesh...free

DETACHMENTS AND FORMATIONS

Renegades and Heretics units may not be included in Allied Detachments or Combined Arms Detachments.

DETACHMENTS

RENEGADE DETACHMENT

RESTRICTIONS:

All models in this Detachment must have the Renegades and Heretics faction or no faction.

This Detachment must include:

  • 1 Arch-demagogue
  • 1 Renegade Infantry Platoons, Mutant Packs, Renegade Veteran Squads or Plague Zombie Packs (in any combination)
  • 0-1 Elites choices
  • 0-1 Fast Attack choices
  • 0-1 Heavy Support choices.

This Detachment may include 1-5 additional Renegade Infantry Platoons, Mutant Packs, Renegade Veteran Squads or Plague Zombie Packs (in any combination). If you do, this Detachment may include:

  • 0-10 Renegade Enforcers or 0-5 Rogue Psykers
  • 0-2 additional Fast Attack choices
  • 0-2 additional Heavy Support choices
  • 0-1 Lords of War choices.

Unless this Detachment's Arch-demagogue has the Covenant of the True Renegade special rule this Detachment may not include Renegade Marauders.

Unless this Detachment's Arch-demagogue has the Covenant of the Greater Good special rule this Detachment may not include models armed with pulse weapons.

Unless this Detachment's Arch-demagogue has the Covenant of Tzeentch or the Mutant Overlord special rule this Detachment may not include Renegade Chaos Spawn Packs. If this Detachment's Arch-demagogue has both the Covenant of Tzeentch and the Mutant Overlord special rules this Detachment may include Renegade Chaos Spawn Packs as Troops choices as well as Elites choices.

Unless this Detachment's Arch-demagogue has the Covenant of Nurgle special rule this Detachment may not include Blight Drones, Plague Zombie Packs or models armed with chem-weapons.

Unless this Detachment's Arch-demagogue has the Covenant of Slaanesh special rule this Detachment may not include models armed with combat drugs or sonic weapons.

Unless this Detachment's Arch-demagogue has the Heretek Magus special rule this Detachment may not include models with the Heretikal special rule.

Unless this Detachment's Arch-demagogue has the Arch-heretic Revolutionary special rule this Detachment may not include more than 5 Renegade Enforcers and may not include any models with the Fanatic and/or Stubborn special rules.

Unless this Detachment's Arch-demagogue has the Master of the Horde special rule this Detachment may not include models with the Unending Horde special rule or Renegade Infantry Squads with more than 20 models.

Unless this Detachment's Arch-demagogue has the Bloody-handed Reaver special rule this Detachment may not include Renegade Grenadier Squads.

If this Detachment's Arch-demagogue has the Primaris-rogue Witch special rule you may replace any number of Elites choices in this Detachment with 1-5 Rogue Psykers each.

If this Detachment's Arch-demagogue has the Mutant Overlord special rule this Detachment must include at least two Mutant Packs.

If this Detachment's Arch-demagogue has the Bloody Handed Reaver special rule all models which can take the Militia Training special rule must do so.

COMMAND BENEFITS:

  • Objective Secured: All Troops units from this Detachment have the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

FORMATIONS

RENEGADE INFANTRY PLATOON

FORMATION:

  • 1 Renegade Command Squad
  • 2-6 Renegade Infantry Squads
  • 0-5 Renegade Heavy Weapons Squads
  • 0-3 Renegade Special Weapons Squads
  • 0-3 Renegade Sabre Weapons Team Squads
  • 0-1 Renegade Armoured Sentinel Squadron or Renegade Sentinel Squadron

Restritions:

None.

SPECIAL RULES:

  • Combined Renegade Squad: Any number of Renegade Infantry Squads in this Formation may be organised into a single combined unit during deployment, the unit is treated as a single unit for the whole game, including for the purpose of Mission rules like Kill Points.
  • Troops: All models with this special rule change their battlefield role to Troops.

APPENDIX

LEVELS OF ALLIANCE

Models with the Renegades and Heretics faction treat Chaos Daemons and Chaos Space Marines as Battle Brothers for the purpose of Warlord Traits.

Models with the Renegades and Heretics Faction have the following levels of alliance with other units from different Factions in the same army:

Battle Brothers: Renegades and Heretics.

Allies of Convenience: Chaos Daemons, Chaos Space Marines.

Desperate Allies: Orks.

Come the Apocalypse: Adepta Sororitas, Adeptus Mechanicus, Craftworld Eldar, Eldar Corsairs, Eldar Exodites, Grey Knights, Harlequins, Renegades & Heretics, Inquisition, Legion of the Damned, Officio Assasinorum, Space Marines, Space Wolves, Dark Eldar, Genestealer Cults, Necrons, Tau Empire, Tyranids.

  • All models in a Renegade Warband treat Orks and models with Dedicated to Tzeentch and Dedicated to Nurgle special rules as Allies of Convenience and models with the Dedicated to Slaanesh, Mark of Slaanesh and Daemon of Slaanesh special rules as Desperate Allies if the Arch-demagogue of the Renegade Warband has the Covenant of Khorne special rule.
  • All models in a Renegade Warband treat models with Dedicated to Khorne and Dedicated to Slaanesh special rules as Allies of Convenience and models with the Dedicated to Nurgle, Mark of Nurgle and Daemon of Nurgle special rules as Desperate Allies if the Arch-demagogue of the Renegade Warband has the Covenant of Tzeentch special rule.
  • All models in a Renegade Warband treat models with Dedicated to Nurgle and Dedicated to Slaanesh special rules as Allies of Convenience and models with the Dedicated to Tzeentch, Mark of Tzeentch and Daemon of Tzeentch special rules as Desperate Allies if the Arch-demagogue of the Renegade Warband has the Covenant of Khorne special rule.
  • All models in a Renegade Warband treat models with Dedicated to Tzeentch and Dedicated to Nurgle special rules as Allies of Convenience and models with the Dedicated to Khorne, Mark of Khorne and Daemon of Khorne special rules as Desperate Allies if the Arch-demagogue of the Renegade Warband has the Covenant of Khorne special rule.

APPENDIX

SPECIAL RULES

ARCH-HERETIC REVOLUTIONARY

A model with this special rule has the Zealot special rule.

BLOATED

Models with this special rule have the Feel No Pain (6+) and Slow and Purposeful special rules.

BLOODY-HANDED REAVER

A model with this special rule gains a refractor field and krak grenades.

BURLY

Models with this special rule have the Furious Charge special rule but reduce their Initiative by -1.

COVENANT OF KHORNE

Any unit which contains at least one model with this special rule gains the Adamantium Will, Counter-attack, Furios Charge and Rage special rules.

COVENANT OF TZEENTCH

Any unit which contains at least one model with this special rule adds +1 to its invulnerable save. Models without an invulnerable save instead get a 5+ invulnerable save.

COVENANT OF NURGLE

Any unit which contains at least one model with this special rule adds +1 to its Toughness value.

COVENANT OF SLAANESH

Any unit which contains at least one model with this special rule adds +1 to its Initiative value and gains the Crusader and Fleet special rules.

COVENANT OF THE GREATER GOOD

Any unit which contains at least one model with this special rule Regroup using its normal Leadership even when below half its starting strength.

COVENANT OF THE TRUE RENEGADE

Any unit which contains at least one model with this special rule has the Objective Secured special rule. A unit with this special rule controls objectives even if an enemy scoring unit is within range of the objective marker, unless the enemy unit also has this special rule.

DAEMON OF NURGLE

Daemons of Nurgle have the Fearless, Daemon, Daemonic Instability, Deep Strike, Shrouded, Slow and Purposeful and Hatred (Daemons of Tzeentch) rules and may never summon units with the Daemon of Tzeentch special rule. Models with the Daemon of Nurgle special rule are armed with defensive grenades.

DAEMONFORGE

For one Shooting or Assault phase per game, the model may re-roll all failed To Wounds rolls and all failed armour penetration rolls. At the end of that phase, roll a D6; lose a Hull Point (no saves) if you roll a 1.

DAEMONIC INSTABILITY

When a unit with this special rule loses an assault, roll 2D6, add the amount the unit lost the assault by and subtract the Leadership. If the result is above 0, the unit loses that number of Wounds with no Armour saves, invulnerable saves or Feel No Pain rolls allowed. The Wounds are allocated by the owning player. If you roll two ones all Wounds models in the unit including Independent Characters previously suffered are restored. In addition, you may add back any destroyed models in the unit excluding Independent Characters back into unit coherency, provided they can be placed without being within 1" of an enemy model their unit is not fighting in close combat. If you roll two sixes the entire unit and any Independent Characters within the unit are removed as casualties.

FANATIC

Units consisting entirely of models with this special rule automatically roll a 3 on their D3 roll for the Uncertain Worth special rule.

FLOATING

Models with this special rule have the Fleet special rule but they must re-roll successful Cover saves.

HORRYFYING

Models with this special rule have the Fear special rule. Models without this special rule that would normally be Battle Brothers or Allies of Convenience treat models with this special rule as Desperate Allies, unless the model with this special rule is an Independent Character.

HERETEK MAGUS

A model with this special rule has a 3+ Armour save and the Feel No Pain (6+) special rule.

HERETIKAL

A model with this special rule has the Feel No Pain (6+) special rule.

MASTER OF THE HORDE

Friendly units within 12" of a model with this special rule increase their Leadership to 9 unless it would normally be higher.

MUTANT OVERLORD

During army creation your must choose 3 of the following special rules: Bloated, Burly, Horryfying and Floating, this model has the chosen special rules.

PRIMARIS-ROGUE WITCH

A model with this special rule gains the Psyker (Mastery Level 1) and Fearless special rules. A model with this special rule generates its powers from the Biomancy, Daemonology (Malefic), Pyromancy and Telekinesis disciplines. A model with this special rule may not have the Covenant of Khorne special rule.

UNCERTAIN WORTH

Add +D3 to the Leadership value of a model with this special rule the first time the model's unit is forced to take a Morale, Pinning or Fear test where the unit is not joined by a model whose Leadership is at least 3 higher than the base Leadership of any model in the unit with the Uncertain Worth special rule.

SPECIAL ISSUE WARGEAR

VEHICLE EQUIPMENT

DAEMONIC POSSESSION

Vehicles armed with a Daemonic Possesion ignore the result of Crew Shaken and Crew Stunned results on the vehicle damage table on the roll of a 2+.

When a unit embarks upon a vehicle armed with a Daemonic Possesion roll a D6. On a 1 a single model from the unit (chosen by the chaos player) is removed from the game and the vehicle immediately regains a single hull point lost earlier in the battle.

Vehicles armed with a Daemonic Possesion Ballistic Skill is changed 3 and they gain the Daemon and Daemonforge special rules.

MELEE WEAPONS

POWER WEAPONS

Range S AP Type
Power axe - +1 2 Melee, Unwieldy
Power fist - x2 2 Melee, Specialist Weapon, Unwieldy
Power lance - +2 4 Melee
Power maul - +2 4 Melee
Power sword - User 3 Melee

RANGED WEAPONS

AUTO WEAPONS

Range S AP Type
Accelerator autocannon 48" 7 4 Heavy 6, Rending, Rapid Tracking
Assault cannon 24" 6 4 Heavy 4, Rending
Autocannon 48" 7 4 Heavy 2
Autocannon turret 48" 7 4 Heavy 2, Independent Turret Fire
Auto pistol 12" 3 - Pistol
Autogun 24" 3 - Rapid Fire
Avenger gatling cannon 36" 6 3 Heavy 12, Rending
Hades autocannon 36" 8 4 Heavy 4, Pinning
Heavy stubber 36" 4 6 Heavy 3
Hellstorm autocannon 36" 7 4 Heavy 3, Twin-linked, Rending
Reaper autocannon 36" 7 4 Heavy 2, Twin-linked, Rending
Soulreaper cannon 24" 5 3 Heavy 4

Rapid Tracking: Targets may not take Jink saves against damage from this weapon.
Independent Turret Fire: Weapons with this special rule do not count towards the number of weapons a model may fire each turn and may be fired at a seperate target from all other weapons the model is armed with.

IMPALER CANNON

Range S AP Type
12" 8 3 Heavy 1, Get Over Here!

Get Over Here!: Add 2D6" to the charge range of any unit attempting to charge a unit which has suffered a penetrating hit from a weapon with this special rule in the same turn.

MAWCANNON

Range S AP Type
Template 6 4 Assault 1
36" 8 3 Assault 1, Large Blast