Codex - Sons of Malice: /tg/'s 9th Edition

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This article is awesome. Do not fuck it up.


Up is Down.

Left is Right.

Death is Life.

Your Mother is your Father, and your Father is also your Father, while you were never born.

The Rich are Poor, the Poor are Rich.

The Gods shall fall, even the one who plans the Fall.

Welcome, to the Sons of Malice. Try the Imaginary Pie.


This Codex was made to give the Sons of Malice proper rules for the 9th edition. Enjoy your forces of paradox.


Army Rules[edit]

Universal[edit]

  • Cult of the Uncertain Bolter: x
Instead of following the normal rules for Rapid Fire weapons, models in this unit shooting a Rapid Fire weapon from the Bolter Weapons list do not follow the normal rules for rapid-fire weapons. Instead of making double the number of attacks when within half the weapons range, they make D6-2 shots (up to a minimum of 1). They may instead do this at their weapons full range if any of the following apply:
  • The shooting model’s target is within half the weapon’s range.
  • The shooting model is Infantry and its unit Remained Stationary in your previous Movement phase.
  • The shooting model is a Terminator or Biker.
  • Death to the Believers: "They beg their idols to save them. Whether they be the offspring of a dying god or the gods who fool themselves into thinking that they control reality, it does not matter who our foes cry out to save them, in the end, they all fall."
Each time you roll a hit roll of 6+ for a model with this ability in the Fight phase, it can, if it was targeting an Imperium or Chaos unit, immediately make an extra attack against the same unit using the same weapon. These extra attacks cannot themselves generate any further attacks.

Detachment Rules[edit]

  • Dual Melee Weapons: Duality is the womb of discord. From these asymmetrical weapons, these warriors of contradictions harness the strength to slaughter all those who proclaim their faith.
A unit equipped with two of the same melee weapons adds 1 to its attack characteristic. Relic melee weapons count as the weapon they replaced when considering this rule.
  • Objective Secured: Objectives are fickle things, and what does securing matter in the face of the unknowable that is chaos. But still, even the Sons of Malice, with their unique world view, appreciate that tasks must be completed for their goals to be achieved.
If your army is Battle-forged, all Troops units in Sons of Malice Detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls the objective marker even if there are more enemy models within range of that objective marker. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal.
  • Penrouse Hierarchy: The hierarchy of the Sons of Malice is nearly impossible to understand. As expected from the followers of the God of Contradictions, these warriors can be seen receiving orders by their superiors while the moment after, they would be the one to command. This is perhaps one of the army's most powerful attributes, for it can never be certain who is the puppeteer who is really pulling the strings.
When mustering your army, if it contains Primarch of the Forgotten Ones, that model must be selected as your Warlord. Otherwise, if your army contains a Champion of Malal, that model must be selected as your Warlord. Otherwise, if your army contains a Guardian of Contradictions or a Matron of Malal, that model must be selected as your Warlord. If your army contains none of the listed models, select your Warlord as normal.
  • The Lords of Randomness and Servants of Chaos: The Sons of Malice sneer at their foes attempt to simply wipe them off the battlefield indiscriminately, they are the true worshippers of chaos, and only a focused effort to remove one of their numbers is capable of actually defeating them.
If your army is battle forged then all Malal units gain this rule. All Malal units can re-roll 1's on any number of dice used to determine a random value (eg. advancing, charging, number of shots, damage, etc.). In addition, all Malal units suffer 1 fewer hit per dice (2 if the weapon automatically hits its target) from any weapons which randomly determine their number of attacks to a minimum of 1 hit per dice (eg. an Assault 2D6 weapon would produce 2 fewer hits).

Stratagems[edit]

Battle Tactics Stratagems[edit]

  • Driven by Hunger (3 CP): You wish for victory, but are not willing to pay its price. You wish to see your enemy suffer but are unwilling to understand what suffering is. Malal is not keen on those who do not learn the lessons of chaos, and is more than willing to dish them out.
Use this Stratagem before the start of the battle. At the start of your second Command phase (and at the start of each subsequent Command phase), roll a D6 for each friendly model in your deployment zone, on a 6 that model suffers a mortal wound. However, at the start of your second Command phase (and for every subsequent Command phase), you may add 1” advance rolls for friendly units outside of your deployment zone. In addition, any of your units in your opponent's deployment zone may re-roll all wound rolls of 1.
  • Purity of the Blessed Number (1 CP) x
Use this Stratagem during any phase. Select a friendly unit that does not contain exactly 11 models. For the duration of that phase that unit is considered to have exactly 11 models, regardless of how many models it actually contains, for determining effects and abilities based on how many models there are in the unit.
  • The Time Warp (3 CP): It's astounding Time is fleeting Madness takes its toll But listen closely Not for very much longer I've got to lose control
Use this Stratagem at the beginning of your turn. Select a friendly Malal Infantry, Biker or Cavalry and make note of its position on the battlefield and how many models/wounds it has remaining. At the end of any phase after this you may choose for this unit to be restored to its original starting position; return it within 6” of the noted down position and return to the number of models/wounds it had. If this cannot be done because the position is obstructed, the unit is instead slain.
  • Victory Hidden in Disorder (1 CP): x
Use this Stratagem when a Sons of Malice Infantry, Biker or Cavalry unit rolls a dice; roll a D6, if you roll a 4+ you may select the value rolled on the dice. If a 1-3 is rolled then the unit takes 1 mortal wound.

Epic Deed Stratagems[edit]

  • Malal Unending (2 CP): Eleven shards lost to time, forever wandering amid the tides. If one is broken, no need to cry; forever they'll return, until the day of strife.
Use this Stratagem in any phase, when a Champion of Malal from your army is destroyed. Roll a die; on a 4+, set that model back up on the battlefield as close as possible to where they were destroyed and more than 1" away from any enemy models, with D3 wounds remaining. This Stratagem cannot be used to set the same model back up more than once per battle.

Requisition Stratagems[edit]

  • Boon of Malal (2 CP): Malal does not like to bestow obvious blessings upon their followers, as such gifts are counterproductive to its existence. There are times however when the Uncertain One deems it necessary to bless one of their champions, in a suitably random manner.
Use this Stratagem before the battle begins and before any Relic is taken or the Warlord is chosen. Select a Sons of Malice Infantry Character (other than any unique character) from your army and roll 2D6, then consult the table below:
-2: The model is immediately slain.
-3: The model begins the battle with D3 fewer wounds, to a minimum of half the model's starting number of wounds (rounded down).
-4: The model begins the battle with D3 fewer attacks to a minimum of half the model's starting number of attacks (rounded down).
-5: Roll a D6; if it’s odd, reduce this model's hit rolls by 1 for the rest of the battle. If it’s even, increase this model's hit rolls by 1 for the rest of the battle.
-6: Roll a D6; if it’s odd, reduce this model's Toughness characteristic by 1 for the rest of the battle. If it’s even, increase this model's Toughness characteristic by 1 for the rest of the battle.
-7: Re-roll on this table. If you roll a 7 again you may pick any result except a 10, 11 or 12.
-8: At the beginning of each Command phase, choose the closest enemy unit with 24” of this model and roll a D6. On a 4+ that unit suffers D3 mortal wounds.
-9: Roll a D6, if it’s odd then add 1 to this model's hit rolls, if it’s even then add 1 to this model's wound rolls.
-10: This model's Attack characteristic becomes 2D6-1, to a minimum of its original attack value.
-11: Add 1 to this model's hit and wound rolls. Also, add D3 to this model's maximum wound characteristic.
-12: Replace this model with a Guardian of Contradictions (you do not need to pay any extra points for this).
  • Gifts of Malal (1 CP): Malal is not an ungenerous god. They are more selfless and giving than even Nurgle, delivering their blessings to all, even those who did not ask for them. Only the Sons of Malice truly appreciate that some gifts are a curse wrapped in a bow of spite.
Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the Malal keyword. Select one Malal Character model in your army and give them one Relic (this must be a Relic they can have). Each Relic in your army must be unique, and you cannot use this Stratagem to give a model two Relics. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
  • Unorder within the Ranks (1 CP): x.
Use this Stratagem before the battle, when you are mustering your army, if your Warlord has the Malal keyword. Select one Malal Character model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

Strategic Ploy Stratagems[edit]

  • Avalanche of Hooves (1 CP): It is believed by most in the 42nd millennium that cavalry is obsolete. Only normal humans feel it necessary to ride such weak creatures. Such beings find themselves eating their word and the barrels of their own guns in sheer terror when they realize that many things in the darkness of the galaxy still ride upon hooves.
Use this Stratagem during your Assault phase, when a Malal Cavalry unit declares a charge. Until the end of the turn, add 1" to that unit's charge distances for every dice rolled to determine that distance.
  • Empty Shell (1 CP): Dreadnoughts are a curse for a Son of Malice. Inside their clean, hermetically sealed tome they are unable to relish in the touch of chaos, to rejoice in the disorder of war or the art of defiled forms. This drives dreadnoughts to become separated from reality to the point that they can simply ignore mortal damage.
Use this Stratagem when a Sons of Malice Dreadnought suffers a wound. Roll a D6 for that wound and each other wound inflicted on that model for the rest of the phase; on a 4+ that wound is ignored and has no effect.
  • Nonexistence (2 CP): It is important for an opponent to never blink when facing the Sons of Malice, for to take your eyes off them for even a moment can result in their existence being temporarily ended, only to be reinstated at the worst possible moment.
Use this Stratagem at the end of a phase where a Malal Infantry, Biker or Cavalry unit would be completely wiped out. Remove that unit from the battlefield before any casualty is removed and make a note of its previous position, then roll a D6. On a 1-3 the unit is slain; on a 4-5 nothing happens, the unit is returned unto the battlefield at the end of the turn without suffering any casualty; on a 6, return the unit on the battlefield as stated above but with D3 previously slain models returned to it.
  • Paradoxic Tunneling (2 CP): One learns quickly to not rely on reinforcements when battling the Sons of Malice, for the reinforcements you request may come baring different colors and intent to those you were expecting.
Use this Stratagem when an enemy unit would arrive from reserve. That enemy unit does not arrive from reserve, instead, deploy one of your non-vehicle Malal units from your reserve in the position where that enemy unit would have been deployed. This may put your deployed unit within 1” of an enemy unit.
  • The Uncertainty of War (1 CP): Much like fighting the Raven Guard or Alpha Legion, fighting the Sons of Malice can be an exercise in futility. The objectives you took turned out to be useless, the marines you thought you killed turn out to have never existed, and the champion you slew was merely a normal Son in fancy armor. Unlike the aforementioned legions, however, the Sons of Malice can find their victories equally hollow, for such is the way of chaos.
Use this Stratagem at the end of the battle while Victory Points are being counted. Roll a D6 for each Victory Point your opponent has earned, re-rolling any rolls of 1; on a 6+ that Victory Point is lost. Then, roll a D6 for each Victory Point you have earned; on a 6+ that Victory Point is also lost.
  • To Speak is to End (2 CP): A Son of Malice never speaks. It is part of his offering to the God of Uncertainty. But if such a warrior were to speak he would be wracked with unspeakable agony and torment as his patron god shows their displeasure. But what of such a being who survived such an ordeal? You would find them... changed, and all the more deadly because of it.
Use this Stratagem at the beginning of your turn. Select a friendly Sons of Malice Infantry, Biker or Cavalry and roll a D6 for each model in that unit. For each roll of 1 a model in that unit is slain; if any models are slain, immediately take a morale test with -1 to the Leadership characteristics. However, for the next two turns, all remaining models add 1 to their Movement, Advance, and Charge distances, along with a plus 1 to their hit and wound rolls.
  • Why...is there a Chesterfield Sofa on the Battlefield? (5CP) Eddies in the space-time continuum have brought forth a sofa into the battle. Where once there was warfare there is now great confusion.
Use this Stratagem at the beginning of any of your turns after the first one. Until the start of your next turn, no units may shoot, fight in melee, or fire Overwatch attacks due to the confusion. Units may still move, Advance, charge and contest objectives. You may also make Psychic tests, but all tests are taken at a minus 1 penalty as the psykers are even more profoundly affected by the sofa. This Stratagem may only be used once per battle.

Wargear Stratagems[edit]

  • Flakk Missile (1 CP): Flakk missiles are designed to eliminate aircraft by unleashing a payload of shrapnel that shreds armor and vital systems.
Use this Stratagem just before a friendly Sons of Malice Infantry model attacks a unit that can Fly with a Missile Launcher. Make a single hit roll with the weapon this phase; however, add 1 to the hit roll and, if it hits, the target suffers D3 mortal wounds.
  • Killshot (1 CP): In a single tune of discordant harmony, these war machines of Malal recede the line between life and death, removing their target from this plane of existence.
Use this Stratagem in your Shooting phase if a Sons of Malice Discors Predator is within 6" of 2 other friendly Sons of Malice Discors Predators. For the rest of the phase, add 1 to the wound rolls and damage for all of the Discors Predators' attacks that target the same Monster or Vehicle.
  • Linebreaker Bombardment (1 CP): United in their diversity, the Discors Vindicators focus all their shots into one single point of the battlefield, punching a hole in the tear of the materium.
Use this Stratagem in your Shooting phase if a Sons of Malice Discors Vindicator is within 6" of 2 other friendly Sons of Malice Discors Vindicators. If you do so, the Discors Vindicatosr cannot fire their Demolisher Cannons in this phase - instead, select a point on the battlefield within 24" of all three vehicles that is visible to all of them. Roll a D6 for each unit within 6" of that point. Add 1 to the result if the unit being rolled for has 10 or more models, but subtract 1 if the unit being rolled for is a Character. On a 4+ that unit suffers 3D3 mortal wounds.
  • Voidstrike (2 CP): This missile is both in and out of this world. It can traverse even the most advanced defenses and strike the target into the void with it.
Use this Stratagem in your Shooting phase, before choosing a target for a Voidstrike Missile. That Voidstrike Missile ignores any of the target's saves and can ignore the Look out, Sir special rule.

Distortion of Reality[edit]

The simple presence of a Son of Malice in reality is enough to start bending the very fabric of existence into a kaleidoscope of possibility. This distortion starts small, however, first in the mind and body of the marine themselves, before leeching out like cancer into their surroundings. Although not as devastating or invasive as a true immaterial tear in reality, the corruptive effect of one as twisted as the followers of Malal has its own insidious effects.

If your army is Battle-forged, then all your Sons of Malice units gain this special rule. This ability has two separate factors: its range and its actual effect, each of which is improved by separate factors.

  • For the range of the ability, keep track of the total number of 6’s rolled to determine a randomly determined value throughout the battle. This includes Advance and Charge distances, random number of shots or damage, and random characteristics (if a D3 is rolled, roll a D6 instead and divide the result rounding up). The range of this ability is the total number of 6’s rolled this way, divided by 3, to a maximum of 11”.
  • For the effect of the ability, keep track of the total number of psychic powers from the Powers of Malal list manifested during the battle and consult the table below. Each effect is cumulative with the previous ones:

-Intact Reality (0-3): Nothing

-Flickers in the Corner of the Eye (4-6): Subtract 1 from the Leadership characteristic of enemy units within this ability's range. In addition, those units must subtract 1 to their Combat Attrition Tests.

-Haze in the Materium (7-9): Enemy units must subtract 1 from their hit rolls when they target a Malal unit whilst they are within this ability's range.

-Cracks in Realspace (10-12): Enemy units must subtract 1 from their hit rolls when they target a Malal unit whilst they are outside this ability's range.

-Warping Light (13-15): Enemy units must subtract 1 from their wound rolls when they target a Malal unit whilst they are within this ability's range.

-A World as Malleable as Putty (16+): Friendly Malal units add 1 to all their wound rolls if they target an enemy unit within this ability's range.

Warlord Traits[edit]

  • 1: Chosen of the Unclear: Some of Malal’s chosens stop being wholly physical entities. Instead, they move their armor and weapons using their sheer will, their existence becoming so uncertain that nobody knows if the warlord still exists, or is simply a malevolent spirit encased in ceramite.
Your Warlord's wounds characteristic is replaced by their Leadership characteristic. As this model takes wounds it reduces their Leadership characteristic. This model is slain when it reaches zero Leadership and is affected by Leadership modifiers. For the purpose of shooting, consider the number of wounds present on the model's Datasheet.
  • 2: Consistently Uncertain: This being does not know what it is exactly. Reality itself has lost its grasp on it, scrambling the properties of its essence and body into something unknowable.
Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+.
  • 3: Denier of Reality: This warlord laughs at the plans and orders given by their enemy counterparts. How can they be so certain and meticulous when, ultimately, nothing matters? Their plans will falter at the final stage, or their men will simply not be consoled by their words. Ultimately, when they gaze into the eyes of this warlord, they shall realize that nothing that they ever did ever mattered. And as this warlord brings the only true certainty there is to their lives, they shall be comforted by the idea that, although they failed in everything they attempted, that ultimately, it does not matter.
Enemy Aura abilities don't have effect as long as the unit manifesting them is within 12" of your Warlord. In addition, increase the range of your Warlord's Aura abilities by 6”.
  • 4: Devourer of Warp-Horrors: The Warp-spawned Horrors that attempt to take advantage of the lapses in the concentration of this daemon or its followers will find themselves dragged into its gaping maws instead.
Roll a dice each time a friendly Malal unit suffers Perils of the Warp while within 11" of this model; on a 3+ the unit does not suffer Perils of the Warp and the Warlord regains 1 wound lost previously in the battle. In addition, roll a die each time your Warlord suffers an unsaved wound; on a 5+ it doesn't suffer that wound.
  • 5: Lord of Paradoxes: To look upon this warlord is to see uncertainty and contradiction. You see a being that is both tall and short, mighty yet withered, male and female, armed to the teeth while bearing no weapons or armor. They personify their chosen deity perfectly, and are all the more powerful and vulnerable because of it.
This model has to subtract 1 from all its save rolls but, each time this model is hit by an attack, add, instead of subtracting, the Ap value of the attack to this model's save (the same also applies to any attack which reduces this model's Invulnerable save). In addition, your Warlord is immune to mortal wounds.
  • 6: The Mimic Prince: To look at this warlord is to see yourself, but with all your positive traits made all the more striking, and all your negative traits made all the more grotesque.
At the beginning of each Fighting phase, you may choose for this model to replace its profile with that of another model within 1” (friend or foe). If so, then roll a D6 for each characteristic, on an odd number that characteristic is reduced/made worse by 1, on an even number that characteristic is improved by 1; on a 6 that characteristic is improved by 2 instead. As soon as the mimicked model is more than 1” away this unit goes back to possessing its original profile. In addition to this, all enemy units must subtract 2 from their Leadership characteristic while within 3” of this model.

Powers of Malal[edit]

Unless stated otherwise, all Malal psykers must generate their powers only from the ones below.

Before a battle begins you must either select what Psychic powers you wish your Malal psykers will use, or you can decide to leave the warp to decide your fate.

If so, then instead of selecting what psychic powers each of your psykers knows, at the beginning of each Command phase, roll a number of D6 for each Malal Psyker unit in your army equal to the number of Malal psychic powers they can know. For the following turn, they know the psychic powers associated with those rolls. In addition, they gain a plus 1 to all their psychic tests and gain an additional plus 1 for each previous turn in which they rolled for their powers. However, if a unit rolls a psychic power it possessed in the previous turn, then it suffers a mortal wound and for that turn, it rolls Perils of the Warp on double 1’s, 2’s, 3’s, and 6’s.

-1: It Should not Be (Warp Charge: 7): The Wizard stills the Warp around his opponents, creating a horrible feeling of emptiness in those affected.

Select an enemy unit within 18" that is visible to the psyker and roll 2D6, adding 1 to the result; then compare the result to the enemy unit's Leadership characteristic. If the result is equal or less than the enemy's Leadership characteristic, then nothing happens; if the result is higher, the unit suffers a mortal wound equal to the difference.
If a 10+ was rolled when manifesting this power then roll 3D6 instead of 2D6.

-2: Paradoxic Annihilation (Warp Charge: 8): The Wizard manifests the powers of fate in a swirling cloud of destruction, able of canceling both foes and allies.

Select one friendly and one enemy unit within 18" of the psyker, then roll-off. The unit that's part of the losing player's army suffers 2D6 mortal wounds. If a unit is slain this way then all others units within 6” of the slain unit suffer D6 mortal wounds.

-3: That Which Protects Exposes (Warp Charge: 7): As the psyker ponders the infinite and the unknowable and contradictory nature of the universe the target's reality begins to turn on itself. The big becomes small, the strong become weak and those strong of mind find themselves uncertain, and wanting.

Select an enemy unit within 24” of the psyker. Until your next Psychic phase, that unit is always wounded on a wound roll at least equal to its Armour Save characteristic.
In addition, if a 10+ was rolled when manifesting this power, that unit may not make any Armour Save roll.

-4: The Shadow That Blinds (Warp Charge: 7): The Wizard releases a contrasting blast of energy that somehow shrouds allies in darkness and blinds enemies with light.

Select an enemy unit within 18" that is visible to the psyker, that unit must subtract 1 from all its hit rolls until your next Psychic phase. In addition, all friendly units within 6" of the psyker gain a 5+ invulnerable save.

-5: Translocation Juxtaposition (Warp Charge: 8): Left and right are inverted, upside becomes down and true turns false as space is manipulated by the Uncertain One's followers, making things disappear while other, more sinister ones, take their spot.

Select an enemy unit and a friendly unit composed of the exact same number of models within 18” of the psyker. Remove both units from the board and then re-deploy your friendly unit in the original position of the enemy one, and then the enemy unit in the position of the friendly one. This action can put units within 1” of other enemy ones.
If either unit has exactly 11 models in it then a unit containing any number of models may be selected instead of one with the exact same number of models.

-6: Undo What Has Been Done (Warp Charge: 7): For the worshippers of Malal, what has been done can always be undone, and what has been undone may be done anew, for that is the nature of true chaos.

Select a friendly unit within 12” of the psyker. Until your next psychic phase that unit may re-roll one hit, one wound, one Armor save, and one damage roll in each of the subsequent phases.
If this power is manifested with an unmodified result of 11, then the selected unit may choose to automatically succeed a single dice roll in any phase until your next psychic phase instead.

Specialists Detachments[edit]

Abominal Intelligence (2 CP)[edit]

Many machines exist in this forsaken galaxy, but few are able to go beyond their own program and are forever bound to their masters. To the Unseen God, living beings are nothing more than machines, and machines are just a facsimile for organic constructs. For this, its hand reaches to all and none, and with it, perhaps the lowly of machine can understand what it means to be the master.

All LEGION BATTLE-AUTOMATAs and INANIS MACHINATORs units in this Specialist Detachment gain the Abominal Intelligence keyword.

Warlord Trait:

  • Void Spirit: x
Abominal Intelligence LEGION BATTLE-AUTOMATAs retain the bonuses to their hit rolls from the Corrupted Intelligence special rule if your Warlord is the only Malal Character within 12” of them. In addition, roll a D6 each time your Warlord loses a wound whilst they are within 3" of a Abominal Intelligence LEGION BATTLE-AUTOMATA; on a 4+ that model can intercept the hit - your Warlord does not lose a wound but the Abominal Intelligence LEGION BATTLE-AUTOMATAs suffers a mortal wound.

Stratagems:

  • Artificial Madness (2 CP): x
Use this Stratagem before fighting with a Abominal Intelligence LEGION BATTLE-AUTOMATAs unit. Until the end of the phase, double the Attack characteristic of all the models in the unit. In addition, roll a die every time you roll a hit roll of 1, on a 4+ this unit suffers D3 mortal wounds.
  • Calculating Suppressing Fire (3 CP): x
Use this Stratagem at the start of your first Shooting phase, if no Abominal Intelligence LEGION BATTLE-AUTOMATAs unit moved in the previous movement phase. If so then all Abominal Intelligence LEGION BATTLE-AUTOMATAs in your army may fire their Distortion Bolt Cannons twice during this Shooting phase. You may only use this Stratagem once per battle.

Relic:

  • Automatar's Hammer: x
This Relic replaces the model’s Power Axe and has the following profile:
Weapon Range Type S AP D Abilities
Automatar's Hammer Melee Melee x2 -4 D6 When attacking a Vehicle or Building unit, that attack has a Damage characteristic of D3+3.

Special Formations[edit]

Special Formations are a special kind of detachment that is made up of variable and specific units. Each formation has to be made inside its own detachment and counts as an organized detachment that subtracts a set number of Command Points from the player's pool.

The Dreaded 11 Stampede (1 CP)[edit]

xx

Composition:

  • 1 Doomhunter/Antraes
  • 1 unit of Doomriders

Restrictions:

  • The unit of Doomriders must have 10 models.

Effects:

  • All units in this formation are treated as one unit for all intents and purposes.
  • This formation may not be targeted by any friendly Stratagem.
  • This formation must begin the battle in reserve. At the beginning of any player's turn, you may deploy this formation within 6" of any table edge and at least 2D6-1” from any enemy unit.

Special Stratagems:

The 11 Hordes of 11 (2 CP)[edit]

xx

Composition:

  • 1 HQ model
  • 11 units chosen in any combination from the followings: Followers of Malal, Sons of Malice, Hiulcus Terminators, Null Knights, Doom Riders, Parasite Riders, Hook Horrors.

Restrictions

  • Each unit must contain exactly 11 models.

Effects:

  • If a unit in this formation has an ability that is only active when it has 11 models then it is considered to always have 11 models, regardless of how many models are actually in the unit.

Special Stratagems:

Wrath of Kathal (2 CP)[edit]

xx

Composition:

  • Kathal, Anarch of the Sons of Malice
  • 1 unit of Hiulcus Terminators

Restrictions

  • The unit of Hiulcus Terminators must have 10 models.

Effects:

  • All units in this formation are treated as one unit for all intents and purposes.
  • Add 1” to the Movement characteristics of each model in this formation.
  • Add 1 to the hit and wound rolls of models in this formation in a turn in which they charged.

Special Stratagems:

Wargear[edit]

Melee Weapons[edit]

  • Brutal Assault Weapon:
Weapon Range Type S AP D Abilities
Brutal Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
  • Chainweapons:
Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
Chainaxe Melee Melee +1 -1 1 -
Chainsfist Melee Melee X2 -4 D3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a Vehicle model, that attack has a Damage characteristic of 3.
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.
  • Chaos Flail:
Weapon Range Type S AP D Abilities
Chaos Flail Melee Melee +1 -2 D3 Invulnerable saves may not be taken against wounds inflicted by this weapon. For each attack assigned to this weapon, make 2 attacks instead of 1. Excess damage caused by this weapon is transferred over to other models in the targeted unit.
  • Crushing Tracks:
Weapon Range Type S AP D Abilities
Crushing Tracks Melee Melee User -2 D3 -
  • Devider:
Weapon Range Type S AP D Abilities
Devider Melee Melee +1 -2 D3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Character, add 1 to the number of damage.
  • Disruption Stave:
Weapon Range Type S AP D Abilities
Disruption Stave Melee Melee X2 -D6 2D6 This weapon’s Ap characteristic also effects Invulnerable saves.
  • Dreadnought Melee Weapons:
Weapon Range Type S AP D Abilities
Dreadnought Chainfist Melee Melee x2 -4 4 -
Dreadnought Combat Weapon Melee Melee x2 -3 3 -
Seismic Hammer Melee Melee x2 -4 5 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
  • Etherblade:
Weapon Range Type S AP D Abilities
Etherblade Melee Melee +1 -4 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Deamon unit, double the number of damage you inflict.
  • Flensing Hooks:
Weapon Range Type S AP D Abilities
Flensing Hooks Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • Force Weapons:
Weapon Range Type S AP D Abilities
Force Axe Melee Melee +2 -2 D3 -
Force Lance Melee Melee +2 -2 1 -
Force Maul Melee Melee +3 0 D3 -
Force Stave Melee Melee +3 -1 D3 -
Force Sword Melee Melee +1 -3 D3 -
  • Gaping Mouth:
Weapon Range Type S AP D Abilities
Gaping Mouth Melee Melee User -1 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.
  • Impaling Hooves:
Weapon Range Type S AP D Abilities
Impaling Hooves Melee Melee User -2 1 After a model riding a Nightmare makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.
  • Lance of Undoing:
Weapon Range Type S AP D Abilities
Lance of Undoing Melee Melee +1 -3 2 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Deamon unit, double the number of damage you inflict.
Lance of Undoing Melee Melee x2 -3 3 You can use this profile only in a turn in which a model equipped with this weapon has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.
  • Lightning Claw:
Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.
  • Mantis Scythe:
Weapon Range Type S AP D Abilities
Mantis Scythe Melee Melee User -2 2 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.
  • Mechatendrils:
Weapon Range Type S AP D Abilities
Mechatendrils Melee Melee User 0 1 Each time the bearer fights, it can make 2 additional attacks with this weapon.
  • Mind Piercer:
Weapon Range Type S AP D Abilities
Mind Piercer Melee Melee x2 -4 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon or Psyker unit, double the number of damage you inflict. Roll a die at the end of the Fight Phase if a unit was wounded by this weapon, on a 4+ that unit suffers D3 mortal wounds.
  • The Mirror Shield:
Weapon Range Type S AP D Abilities
The Mirror Shield Melee Melee User -4 2 Each hit with this weapon counts as 2 hits instead of 1.
  • Power Weapons:
Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.
Power Lance Melee Melee +2 -1 1 -
Power Maul Melee Melee +3 -1 1 -
Power Scourge Melee Melee +2 -2 2 -
Power Stave Melee Melee +2 -1 1 -
Power Sword Melee Melee User -3 1 -
  • Siege-breaker Hammer:
Weapon Range Type S AP D Abilities
Siege-breaker Hammer Melee Melee x2 -3 D6 When attacking a Vehicle or Building unit, add 2 to the number of damage you inflict.
  • Spear of Disorder:
Weapon Range Type S AP D Abilities
Spear of Disorder Melee Melee User -3 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.
  • Tearing Hooks:
Weapon Range Type S AP D Abilities
Tearing Hooks Melee Melee User -1 1 After a model riding a Limbo-Tick makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.
  • The Eleventh Talon:
Weapon Range Type S AP D Abilities
The Eleventh Talon Melee Melee +1 -3 D3 You may re-roll failed wound rolls with this weapon.For every hit made by this weapon roll 2D6, for each 11 you roll, do not make a wound roll, the targeted unit suffers 3 mortal wounds instead of the normal damage.
  • Thunder Hammer:
Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Ranged Weapons[edit]

  • Assault Cannon:
Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -
  • Auto Weapons:
Weapon Range Type S AP D Abilities
Autocannon 48" Heavy 2 7 -1 2 -
Autogun 24" Rapid Fire 1 3 0 1 -
Autopistol 12" Pistol 1 3 0 1 -
Predator Autocannon 48" Heavy 2D3 7 -1 3 -
Reaper Autocannon 36" Heavy 4 7 -2 1 -
  • Bolter Weapons:
Weapon Range Type S AP D Abilities
Boltblast 12" Assault 2 4 0 1 If the target is within half range, change this weapon's Ap to -2.
Boltgun 24" Rapid Fire 1 4 0 1 -
Bolt Pistol 12" Pistol 1 4 0 1 -
Bolter of the Chaotic One 24" Rapid Fire D6-1 2D3 -1 1 If the target is within half range, change this weapon's Ap to -2.
Condemnor Boltgun 24" Rapid Fire 1 4 0 1 When attacking a Psyker, this weapon has a Damage characteristic of D3.
Distortion Bolt Cannon 24" Heavy 6 5 -1 1 Units which receive damage from this weapon may not reroll any dice rolls until the start of your next shooting phase.
Heavy Bolter 36" Heavy 3 5 -1 2 -
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -
Storm Bolter 24" Rapid Fire 2 4 0 1 -
  • C-beam Cannon:
Weapon Range Type S AP D Abilities
C-beam Cannon 72" Heavy 1 6 -3 D3 This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers D6 additional hits at Strength 6, Ap 0, and Damage 1. These additional hits do not trigger further hits themselves.
  • Combi-weapons:
Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
  • Demolisher Cannon:
Weapon Range Type S AP D Abilities
Demolisher Cannon 24" Heavy D6 10 -3 D6 Blast.
  • Disruption Stave:
Weapon Range Type S AP D Abilities
Disruption Stave 48” Heavy 2D6 User -D6 D3 Roll a D3 every time you fire this weapon. On a 1 this weapon automatically hits its target, on a 2 this weapon's Strenght characteristic becomes X2, on a 3 this weapon deals its damage in mortal wounds.
  • Flamer Weapons:
Weapon Range Type S AP D Abilities
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.
Flamestorm Cannon 12" Heavy D6 6 -2 2 Each time an attack is made with this weapon profile, that attack automatically hits the target.
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.
  • Graviton Blaster:
Weapon Range Type S AP D Abilities
Graviton Blaster 18" Assault 2 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.
  • Grenades:
Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast.
Krak Grenade 6" Grenade 1 6 -1 D3 -
Void Grenade 12" Grenade 1 * -3 2 This weapon always wounds on a 2+.
  • Heavy Stubber:
Weapon Range Type S AP D Abilities
Heavy Stubber 36" Heavy 3 4 0 1 A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.
  • Las Weapons:
Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -
Laser Destroyer Array 36" Heavy 4 10 -4 D3+3 Treat damage rolls of 1 or 2 made by this weapon as 3 instead.
  • Melta Weapons:
Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Multi-melta 24" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Siege Melta Array 12" Heavy 6 12 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. When attacking a Vehicle or Building unit, add 2 to the number of damage you inflict.
  • Mind Piercer:
Weapon Range Type S AP D Abilities
Mind Piercer 24" Heavy 1 10 * * Targeted units do not gain the benefit of cover against this weapon. Do not take a saving throw against this weapon, after wounding this weapon deals 1 mortal wound. Then roll a D6, on a 2+ the target takes 1 additional mortal wound. If that roll is successful then roll another D6, on a 3+ the target takes 2 mortal wounds. Repeat this process until you either fail a roll or succeed the 6+ roll.
  • Missile Weapons:
Weapon Range Type S AP D Abilities
Cyclone Missile Launcher (Frag Missile) 36" Heavy 2D6 4 0 1 Blast.
Cyclone Missile Launcher (Krak Missile) 36" Heavy 2 8 -2 D6 -
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.
  • Plasma Weapons:
Weapon Range Type S AP D Abilities
Heavy Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 Blast.
Heavy Plasma Cannon (Overcharged) 36" Heavy D3 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Plasma Blastgun (Standard) 18" Assault 2 7 -3 1 -
Plasma Blastgun (Overcharged) 18" Assault 2 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Plasma Gun (Standard) 24" Rapid Fire 1 7 -3 1 -
Plasma Gun (Overcharged) 24" Rapid Fire 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.
  • Reaper Chaincannon:
Weapon Range Type S AP D Abilities
Reaper Chaincannon 24" Heavy 8 5 -1 1 -
  • Shotgun:
Weapon Range Type S AP D Abilities
Shotgun 12" Assault 2 3 0 1 If the target is within half range, add 1 to this weapon's Strenght.
  • Skyreaper Battery:
Weapon Range Type S AP D Abilities
Skyreaper Battery 48" Heavy 8 7 -2 2 Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an Aircraft model, that attack has a Damage characteristic of 4.
  • Statistical Degradation Field:
Weapon Range Type S AP D Abilities
Statistical Degradation Field 8" Assault 3D6 3 -1 1 Blast. When this weapon is fired it hits every single unit within its range. Each time an attack is made with this weapon profile, that attack automatically hits the target.
  • The War Without End:
Weapon Range Type S AP D Abilities
The War Without End 24" Assault 1 4 -1 1 After you have rolled a successful hit with this weapon, you may immediately roll for an additional hit against the same target unit, if this additional hit roll is successful, you may roll to hit again and again until either you miss or a total of 11 hits has been achieved. After the total number of hits has been determined for the weapon, resolve the attacks.

Relics of Duality[edit]

  • Corrupted Teleportarum Beacon: Teleporters are dangerous items to use, as their bearer has to enter to warp while using them. This teleporter beacon’s user entered the warp one day... and simply never came out. Nobody knows what happened to the marine who used it, but if you were to ask what happened to one of the Sons of Malice and they were to break their silence to speak, they would simply say that “it is foolish to rely on certainty where the uncertain is concerned."
Terminator models only. Whenever the bearer of the Corrupted Teleportarum Beacon suffers an unsaved wound, roll a D6. On a 2+ remove the bearer from the battlefield and randomly select an enemy unit. Deploy the bearer of this relic within D6” of that enemy unit, if you roll a 1 then you may deploy the bearer of this relic in base contact with the enemy unit.
  • Quantum Tunnelling Grenades: The secret of space and dimension are no match for the power of the Uncertain One. These grenades are able to traverse the known universe to strike the target behind any defense they could have.
This Relic replaces a Grenade weapon and has the following profile:
Weapon Range Type S AP D Abilities
Quantum Tunnelling Grenades 12” Grenade 2D6 D6 -D6 D6 Blast. Roll a D6 each time you use this weapon profile, the number rolled becomes the roll required for this weapon to hit (e.g. a roll of 4 would mean that you would need to roll a 4+ for the weapon to hit), even when making Overwatch. This weapon always wounds on a wound roll of 5+ or better. In addition, this weapon does not require line of sight to hit its target.
  • The Cup of Infinite Improbability: The Sons of Malice use this chalice to give homage to their dark patron, opening the throats of their victims to fill the chalice with hot, fresh blood. Despite having the blood of thousands of innocents with itself, the cup never overflows or spills a drop. It is said that anyone foolish enough to drink from the cup shall unleash as yet unseen chaos upon reality.
Once per battle, the bearer of this Relic may drink the blood of countless slain within to appease the great God of Uncertainty. If so randomly assign each unit on each opposing side a number, then for each unit that shares a randomly assigned number swap their positions on the battlefield (this swap may put a unit within 1” of an enemy unit). Any unit which can't be moved because an enemy unit does not share a randomly assigned number with it suffers D6 mortal wounds.
  • The Leech Pendant: The Leech Pendant is imbued with a stolen locus from each of the other four chaos gods. These loci are almost constantly warring with each other and the dominant locus is the one that is currently empowering the bearer though occasionally the essences will work together so that they all empower the bearer.
Roll a D6 at the start of each turn. The Leech Pendant grants one of the following bonuses based on the result of the D6 for that turn.
-1: The model benefits from one of the following special rules as chosen by the owner: Disgustingly Resilient, Ephemeral Form, Quicksilver Swiftness, Unstoppable Ferocity.
-2: The bearer gains the Disgustingly Resilient special rule.
Disgustingly Resilient: Each time an attack is allocated to a model in this unit, subtract 1 from the Damage characteristic of that attack (to a minimum of 1).
-3: The bearer gains the Ephemeral Form special rule.
Ephemeral Form: Add 1 to any Invulnerable saving throws made for this unit (up to a maximum of 3+).
-4: The bearer gains the Quicksilver Swiftness special rule.
Quicksilver Swiftness: This unit always fights first in the Fight phase, even if it didn’t charge. If the enemy has units that have charged, or that have a similar ability, then alternate choosing units to fight with, starting with the player whose turn is taking place.
-5: The bearer gains the Unstoppable Ferocity special rule.
Unstoppable Ferocity: If this unit makes a charge move, is charged, or performs a Heroic Intervention, then until the end of the turn add 1 to the Attacks characteristic of all its models and add 1 to the Strength characteristic of all the melee weapons the unit is armed with.
-6: The bearer gains the following special rules: Ephemeral Form, Disgustingly Resilient, Quicksilver Swiftness, Unstoppable Ferocity.
  • The Mask of Uncertainty: A creature wearing this mask can appear as anything it pleases, adding to the confusion of a tight fight against a mysterious foe.
In the Fight phase, roll a die each time this unit or the one attacking it scores a hit. On a 4+ the hit is instead scored on the unit which made the attack (unless the attack was made by the bearer of this relic, in that case, the hit is instead reversed on a 5+).
  • The Mind Razor: The mind is a sharp tool. From the dawn of mankind, the human brain has cut its way through reality, to shape the world into a more pleasing configuration. The Mind Razor is such a tool for sculpting reality, a blade whose edge is not made of mere metal, but of the pure will of the bearer. Such a blade does not cut by its mere edge though, it cuts because its wielder thinks that it does.
This Relic replaces a Chainsword or Power Sword and has the following profile:
Weapon Range Type S AP D Abilities
The Mind Razor Melee Melee * -4 2 Use the bearer's Leadership characteristic instead of its Strength when wounding with this weapon. Enemy units within 6” of the bearer suffer -1 to their Leadership characteristic.
  • The Silent Screech: An Executioners Greatblade taken from a Sister of Silence. The sister was kept alive by her captors and dragged into the warp, and simply left there with her blade.. A normal mortal can survive in the warp because they have a soul, which combines with their mind to generate surroundings and air to breath. A Sister of Silence however, does not have a soul, so when they enter the warp there is simply nothing, effectively leaving the Sister to die in agonizing terror in vacuum. The blade was later retrieved by the Sons of Malice, who then bound a demon into the sword, who was in turn warped by the blades null effect. The result was a weapon who's only desire was to kill those who used the warp, and although the Sisters of Silence eventually hunted down and slayed all the marines who violated their sister, they have so far failed the find the sword.
This Relic replaces a Chainsword or Power Sword and has the following profile:
Weapon Range Type S AP D Abilities
The Silent Screech Melee Melee +1 -3 2 All Psyker units within 12" of this unit suffer perils of the warp on any doubles instead of just double 1's and 6's, and suffer double the number of mortal wounds from perils of the warp.
  • The Reality Dissolver: A pistol gifted directly from the Sons of Malice’s patron god themselves. Although it may look like a pistol the weapon actually contains a stable Warp portal which fires focused chaos directly from the realm of the gods. Those who are hit by the beam of undiluted unreality are not killed, their existence simply unravels as the laws of the universe simply... fall away.
This Relic replaces a Pistol weapon and has the following profile:
Weapon Range Type S AP D Abilities
The Reality Dissolver 6” Pistol 1 9 -4 D6 Invulnerable saves may not be taken against wounds inflicted by this weapon. If the target is within half range of this weapon, then the damage of this weapon becomes D6+2 instead.

Other Wargear[edit]

  • Anti Reality Bolt Shells: x
A model equipped with Anti Reality Bolt Shells adds 1 to the Strength and Ap of any weapon from the Bolter Weaponry list it's equipped with, but subtracts 3” from the maximum range of all of those weapons.
  • Familiar of Mirrored Cause and Effect: x
Whenever a model with a Familiar of Mirrored Cause and Effect is targeted by an enemy ability (eg. All enemy units within 6” of this model suffer -1 to their Leadership) then the bearer of the ability is also affected by said ability. However, roll a D6 every time a model with a Familiar of Mirrored Cause and Effect suffers an unsaved wound; on a 6+ the Familiar takes the wound instead and is removed from the bearer's wargear.
  • Improbability Stabiliser: x
At the start of each Command phase, roll a D6 for each unit with this equipment and keep a note of the result. Until your next Command phase, in each phase, a unit may substitute the value of the dice they rolled at the start of the Command phase in place of a value rolled in the current phase.
  • Lance Strike Beacon: x
One use only. At the beginning of any of your Command phases, a Character with a Lance Strike Beacon may choose to activate its beacon. If so roll a D6 for each unit within 2D6” (friend or foe); on a 4+ that unit suffers D3 mortal wounds (Character units are instead affected on a 5+).
  • Shield of Compromise: x
A model with a Shield of Compromise has a 4+ Invulnerable save and may only be wounded on a wound roll of 4+ or worse, but it's always hit on a hit roll of 4+ or better. If not every model in a unit is equipped with a Shield of Compromise, then the restriction on hit and wound rolls only applies if more than half of the models are equipped with it.
  • Sigil of the Inverted Harm: x
A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.
  • Silence Amplifiers: x
A unit with a Silence Amplifier can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a Psyker.
  • Spectromatic Distortion Weapons: x
A model with Spectromatic Distortion Weapons improves the Ap characteristics of its Melee weapons by 1.
  • Unreality Prisms: x
A unit equipped with an Unreality Prisms does not suffer hit penalties or negative modifiers to their hit rolls for targeting enemy units within 24”. However, if they target an enemy unit that is more than 24” away then they suffer all the normal penalties, along with an additional minus 1 to hit.

Heresy Era Power Armors[edit]

As long as there have been space marines there has been power armor. Near impenetrable fortresses which helped subdue an entire galaxy, at the behest of a single man. While most legions favor a single pattern of power armor the Sons of Malice are not normal. Although their legion began as a single legion it has picked up equipment and marines from all legions from all times. As such they feature a far wider diversity in armor patterns.

On the tabletop, a unit can elect to wear their standard armor, representing the mishmash of parts a chaos space marine must collect and repair in order to survive. However, a unit may elect instead to pay for a complete set of original power armor from the Imperium's past, representing marines who have been corrupted by the Great Unknowable One during the heresy, or even loyalist marines who have found a power willing to support them fight chaos after being separated from their parent legion. If the selected unit has the Character keyword then double the points cost for it to wear a piece of armor.

  • Auramite Armor: One of the oldest patterns of power armor, but its age hides its power. Auramite armor is the plate fashioned at the behest of the Emperor to protect his Adeptus Custodes, and even after a millennium and a half, its protection is still unmatched. However, such plates which ever leave the Custodes' possession are incredibly rare, and their complexity means that their maintenance and proper usage by mere marines is difficult.
The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or Stratagem.
  • Distortion Plate: The contradicting energies these plates emanate create a dissonance in the very fabric of reality. Everything becomes padded and confused as the chosen of Malal march towards their soon forgotten enemies.
Each time a ranged attack is made against the bearer, if the attacker is more than 12" away, then the bearer is treated as having the benefits of dense cover against that attack. In addition, at the end of your Movement phase, you may select an ability every enemy units within 12" of the bearer do not benefit from this ability.
  • MK 2 Crusade Armor: The armor which truly began a galaxy-wide empire. Although inferior to the other patterns even in Heretic Astartes it conjures images of a better time, when the galaxy was new and far simpler.
Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.
  • MK 3 Iron Armor: The armor legionaries used to use before terminator was invented, a solid chunk of metal and composites primarily used by breacher teams for whom protection was more important than speed.
Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.
  • MK 4 Imperial Maximus Armor: The armor employed by the legions at their height of power, and by extension representing humanity and its peak of influence, reach, and ferocity.
Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.
  • MK 5 Heresy Armor: The armor which became the symbol of the Heretic Astartes. Although technically not a single model of armor as it was made up of the best pieces from previous models of the plate. The mishmash plate still served to provide finer protection than what the loyalists had at hand right the way through the Heresy.
Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.
  • MK 6 Corvus Armor: An almost loyalist exclusive pattern, which managed to boost the mover's speed without sacrificing armor.
The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.
  • Mark 7 Aquila Armor: The last armor design to be created during the heresy, it was whisked away from Mars before the heretics took the planet. The most common pattern ever produced after the war, but during it only a handful of pieces were produced on Terra by the original designers while on Terra. These initial pieces show the craftsmanship only achievable by hand production by the brightest minds from Mars, and show it in the form of enhanced protection.
Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.
  • Omega Armor: Armour worn by those who have been in the service of Malal the longest, for they represent the end for their foes. This plate began life as whatever armor its bearer had been wearing, only to be warped into uncertain shapes with uncertain levels of protection.
Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.
  • Pariah Armor: The armor favored by the fragments of the legions left over after the start of the Heresy and Istvan 5. It is lighter in construction, allowing for more agility at the expense of protection.
The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Sons of Malice Wargear List[edit]

Other Wargear[edit]

-Anti Reality Bolt Shells - 3 pts./model
-Assumed Reality Negator - 20 pts./unit
-Familiar of Mirrored Cause and Effect - 15 pts. (Characters only).
-Graviton Wave Emitter - 15 pts./unit
-Improbability Stabiliser - 5 pts./unit
-Sacrificial Knife - 10 pts. (Characters only)
-Shield of Compromise - 15 pts/model (20 pts. for Characters).
-Silence Amplifiers - 10 pts./unit.
-Spectromatic Distortion Weapons - 3 pts./model
-Uncertain Existence - 7 pts./model
-Unpleasant Reality Generator - 10 pts./unit
-Unreality Prisms - 5 pts./model

Units[edit]

HQs[edit]

Doomed One[edit]

x

This unit contains 1 Doomed One (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Doomed One 6" 2+ 2+ 4 4 5 4 9 3+ 80

Wargear:

-Astartes Chainsword

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee1 User -1 1 Each time the bearer fights it may make 1 additional attack using this weapon profile.

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 - 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="For the God of Contradiction"> When you make an attack with this model, you can re-roll failed hit rolls if the target is an enemy Character. </tab> <tab name="Harbinger of Chaos"> You can re-roll failed wound rolls of 1 for friendly Sons of Malice units within 6" of this model. </tab> </tabs>

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Astartes Chainsword with one item from the Melee Weapons or Pistols lists.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Doomed One


Doomhunter[edit]

x

This unit contains 1 Doomhunter (Power Rating: 7).

Name M WS BS S T W A Ld Sv Pts/model
Doomhunter 11" 2+ 2+ 4 5 7 4 9 3+ 140

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 - 1 -

-Impaling Hooves

Weapon Range Type S AP D Abilities
Impaling Hooves Melee Melee User -2 1 After a model riding a Nightmare makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

-Lance of Undoing

Weapon Range Type S AP D Abilities
Lance of Undoing Melee Melee +1 -3 2 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Deamon unit, double the number of damage you inflict.
Lance of Undoing Melee Melee x2 -3 3 You can use this profile only in a turn in which a model equipped with this weapon has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Knight of Malal"> All friendly Malal Cavalry units within 6" of this model may add 1 to their hit and wound rolls in a turn in which they charged. </tab> <tab name="Rampaging Steed"> Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound. </tab> </tabs>

Options:

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Cavalry, Doomhunter


Fate Warper[edit]

x

This unit contains 1 Fate Warper (Power Rating: 6).

Name M WS BS S T W A Ld Sv Pts/model
Fate Warper 6" 3+ 3+ 4 4 4 3 9 3+ 120

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Force Sword

Weapon Range Type S AP D Abilities
Force Sword Melee Melee +1 -3 D3 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Molder of Fate"> Once a turn, you can re-roll a single die for this model and friendly Sons of Malice units within 6". </tab> </tabs>

Psyker: A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Force Sword with one item from the Force Weapons list.

-Force Axe - +2 pts.

Weapon Range Type S AP D Abilities
Force Axe Melee Melee +2 -2 D3 -

-Force Lance - free

Weapon Range Type S AP D Abilities
Force Lance Melee Melee +2 -2 1 -

-Force Maul - free

Weapon Range Type S AP D Abilities
Force Maul Melee Melee +3 0 D3 -

-Force Stave - free

Weapon Range Type S AP D Abilities
Force Stave Melee Melee +3 -1 D3 -

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Fate Warper, Psyker


Fate Warper on Bike[edit]
x

This unit contains 1 Fate Warper on Bike (Power Rating: 8).

Name M WS BS S T W A Ld Sv Pts/model
Fate Warper on Bike 14" 3+ 3+ 4 5 5 3 9 3+ 160

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Combi-bolter

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Force Sword

Weapon Range Type S AP D Abilities
Force Sword Melee Melee +1 -3 D3 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Molder of Fate"> Once a turn, you can re-roll a single die for this model and friendly Sons of Malice units within 6". </tab> <tab name="Retro-boost"> When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. </tab> </tabs>

Psyker: A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Force Sword with one item from the Force Weapons list.

-Force Axe - +2 pts.

Weapon Range Type S AP D Abilities
Force Axe Melee Melee +2 -2 D3 -

-Force Lance - free

Weapon Range Type S AP D Abilities
Force Lance Melee Melee +2 -2 1 -

-Force Maul - free

Weapon Range Type S AP D Abilities
Force Maul Melee Melee +3 0 D3 -

-Force Stave - free

Weapon Range Type S AP D Abilities
Force Stave Melee Melee +3 -1 D3 -

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Biker, Fate Warper, Psyker


Fate Warper with Jump Pack[edit]
x

This unit contains 1 Fate Warper in Jump Pack (Power Rating: 7).

Name M WS BS S T W A Ld Sv Pts/model
Fate Warper with Jump Pack 12" 3+ 3+ 4 4 4 3 9 3+ 140

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Force Sword

Weapon Range Type S AP D Abilities
Force Sword Melee Melee +1 -3 D3 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Molder of Fate"> Once a turn, you can re-roll a single die for this model and friendly Sons of Malice units within 6". </tab> <tab name="Void Jump"> When you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Void Jump to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against this unit in the same turn that it arrived by this rule. </tab> </tabs>

Psyker: A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Force Sword with one item from the Force Weapons list.

-Force Axe - +2 pts.

Weapon Range Type S AP D Abilities
Force Axe Melee Melee +2 -2 D3 -

-Force Lance - free

Weapon Range Type S AP D Abilities
Force Lance Melee Melee +2 -2 1 -

-Force Maul - free

Weapon Range Type S AP D Abilities
Force Maul Melee Melee +3 0 D3 -

-Force Stave - free

Weapon Range Type S AP D Abilities
Force Stave Melee Melee +3 -1 D3 -

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Fate Warper, Jump Pack, Fly, Psyker


Fate Warper on Limbo-Tick[edit]
x

This unit contains 1 Fate Warper on Bike (Power Rating: 8).

Name M WS BS S T W A Ld Sv Pts/model
Fate Warper on Limbo-Tick 16" 3+ 3+ 4 4 5 3 9 3+ 160

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Force Sword

Weapon Range Type S AP D Abilities
Force Sword Melee Melee +1 -3 D3 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

-Tearing Hooks

Weapon Range Type S AP D Abilities
Tearing Hooks Melee Melee User -1 1 After a model riding a Limbo-Tick makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Draining Bite"> Each time this unit kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle. </tab> <tab name="Molder of Fate"> Once a turn, you can re-roll a single die for this model and friendly Sons of Malice units within 6". </tab> </tabs>

Psyker: A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Force Sword with one item from the Force Weapons list.

-Force Axe - +2 pts.

Weapon Range Type S AP D Abilities
Force Axe Melee Melee +2 -2 D3 -

-Force Lance - free

Weapon Range Type S AP D Abilities
Force Lance Melee Melee +2 -2 1 -

-Force Maul - free

Weapon Range Type S AP D Abilities
Force Maul Melee Melee +3 0 D3 -

-Force Stave - free

Weapon Range Type S AP D Abilities
Force Stave Melee Melee +3 -1 D3 -

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Cavalry, Fate Warper, Psyker


Fate Warper on Nightmare[edit]
x

This unit contains 1 Fate Warper on Nightmare (Power Rating: 9).

Name M WS BS S T W A Ld Sv Pts/model
Fate Warper on Nightmare 11" 3+ 3+ 4 5 5 3 9 3+ 180

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Force Sword

Weapon Range Type S AP D Abilities
Force Sword Melee Melee +1 -3 D3 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Impaling Hooves

Weapon Range Type S AP D Abilities
Impaling Hooves Melee Melee User -2 1 After a model riding a Nightmare makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Molder of Fate"> Once a turn, you can re-roll a single die for this model and friendly Sons of Malice units within 6". </tab> <tab name="Rampaging Steed"> Each time this model fights, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound. </tab> </tabs>

Psyker: A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Force Sword with one item from the Force Weapons list.

-Force Axe - +2 pts.

Weapon Range Type S AP D Abilities
Force Axe Melee Melee +2 -2 D3 -

-Force Lance - free

Weapon Range Type S AP D Abilities
Force Lance Melee Melee +2 -2 1 -

-Force Maul - free

Weapon Range Type S AP D Abilities
Force Maul Melee Melee +3 0 D3 -

-Force Stave - free

Weapon Range Type S AP D Abilities
Force Stave Melee Melee +3 -1 D3 -

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Cavalry, Fate Warper, Psyker


Fate Warper in Terminator Armor[edit]
x

This unit contains 1 Fate Warper in Terminator Armour (Power Rating: 7).

Name M WS BS S T W A Ld Sv Pts/model
Fate Warper in Terminator Armour 5" 3+ 3+ 4 4 5 3 9 2+ 140

Wargear:

-Combi-bolter

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Force Stave

Weapon Range Type S AP D Abilities
Force Stave Melee Melee +3 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Molder of Fate"> Once a turn, you can re-roll a single die for this model and friendly Sons of Malice units within 6". </tab> <tab name="Paradoxical Strike"> During deployment, you can set up this unit inside the void instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can use a paradoxical strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Alternatively, chose one point on the battlefield, then roll two D6 and a scatter dice; move the point by a number of inches equal to the result and in the direction pointed by the scatter dice. That point is where this unit must be placed; models placed in this way can be set within 1" of enemy units, if so, the unit counts as having made a successful charge. </tab> <tab name="Terminator Armor"> Models in this unit have a 5+ Invulnerable save. </tab> </tabs>

Psyker: A Fate Warper can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

This model may replace its Combi-bolter with one item from the Combi-weapons or Terminator Melee Weapons lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Terminator Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Chainfist - +11 pts.

Weapon Range Type S AP D Abilities
Chainsfist Melee Melee X2 -4 D3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a Vehicle model, that attack has a Damage characteristic of 3.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

This model may replace its Force Stave with one item from the Force Weapons list.

-Force Axe - +2 pts.

Weapon Range Type S AP D Abilities
Force Axe Melee Melee +2 -2 D3 -

-Force Lance - free

Weapon Range Type S AP D Abilities
Force Lance Melee Melee +2 -2 1 -

-Force Maul - free

Weapon Range Type S AP D Abilities
Force Maul Melee Melee +3 0 D3 -

-Force Sword - free

Weapon Range Type S AP D Abilities
Force Sword Melee Melee +1 -3 D3 -

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Fate Warper, Terminator, Psyker


Guardian of Contradictions[edit]

x

This unit contains 1 Guardian of Contradictions (Power Rating: 9).

Name M WS BS S T W A Ld Sv Pts/model
Guardian of Contradictions 8" 2+ 2+ 7 6 8 4 10 6+ 180

Wargear:

-Etherblade

Weapon Range Type S AP D Abilities
Etherblade Melee Melee +1 -4 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Deamon unit, double the number of damage you inflict.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Dissipator Field"> Daemon units within 6" of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy Psyker may not cast or deny any psychic power as long as they are within 12" of this model. </tab> <tab name="Paradoxical Essence"> This model has a 4+ Invulnerable save. </tab> <tab name="Strategist of Contradictions"> Friendly Malal units within 6" of this model may use this model's Leadership characteristic instead of their own when taking Morale tests. In addition, if your army includes at least one Guardian of Contradictions, roll a die each time you spend a Command Point; on a 5+ that point is not lost. </tab> </tabs>

Psyker: A Guardian of Contradictions can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Keywords:

  • Faction:Malal, Heretic Astartes
  • HQs, Character, Monster, Guardian of Contradictions, Psyker


Inanis Machinator[edit]

x

This unit contains 1 Inanis Machinator (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Inanis Machinator 6" 3+ 2+ 4 4 4 3 9 2+ 70

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Flamer

Weapon Range Type S AP D Abilities
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

-Mechatendrils

Weapon Range Type S AP D Abilities
Mechatendrils Melee Melee User 0 1 Each time the bearer fights, it can make 2 additional attacks with this weapon.

-Meltagun

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Power Axe

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Machinator of Malal"> At the end of your Movement phase, an Inanis Machinator can repair a single Sons of Malice Vehicle (other than models that can Fly) within 1". That model regains D3 lost wounds. A Vehicle cannot be repaired by more than one model with Machinator of Malal in the same turn. </tab> </tabs>

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Astartes Chainsword with one item from the Combi-weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Inanis Machinator


Lord of Discrepancy[edit]

x

This unit contains 1 Lord of Discrepancy (Power Rating: 4).

Name M WS BS S T W A Ld Sv Pts/model
Lord of Discrepancy 6" 2+ 2+ 4 4 5 4 9 3+ 80

Wargear:

-Astartes Chainsword

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Lord of Discrepancy"> You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model. </tab> </tabs>

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Astartes Chainsword with one item from the Melee Weapons or Pistols lists.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Lord of Discrepancy


Lord of Discrepancy on Bike[edit]
x

This unit contains 1 Lord of Discrepancy on Bike (Power Rating: 6).

Name M WS BS S T W A Ld Sv Pts/model
Lord of Discrepancy on Bike 14" 2+ 2+ 4 5 6 4 9 3+ 120

Wargear:

-Astartes Chainsword

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Combi-bolter

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Lord of Discrepancy"> You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model. </tab> <tab name="Retro-boost"> When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. </tab> </tabs>

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Astartes Chainsword with one item from the Melee Weapons or Pistols lists.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Biker, Lord of Discrepancy


Lord of Discrepancy with Jump Pack[edit]
x

This unit contains 1 Lord of Discrepancy in Jump Pack (Power Rating: 5).

Name M WS BS S T W A Ld Sv Pts/model
Lord of Discrepancy with Jump Pack 12" 2+ 2+ 4 4 5 4 9 3+ 100

Wargear:

-Astartes Chainsword

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Lord of Discrepancy"> You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model. </tab> <tab name="Void Jump"> When you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Void Jump to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against this unit in the same turn that it arrived by this rule. </tab> </tabs>

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Astartes Chainsword with one item from the Melee Weapons or Pistols lists.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Lord of Discrepancy, Jump Pack, Fly


Lord of Discrepancy on Limbo-Tick[edit]
x

This unit contains 1 Lord of Discrepancy on Limbo-Tick (Power Rating: 6).

Name M WS BS S T W A Ld Sv Pts/model
Lord of Discrepancy on Limbo-Tick 16" 2+ 2+ 4 4 6 4 9 3+ 120

Wargear:

-Astartes Chainsword

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

-Tearing Hooks

Weapon Range Type S AP D Abilities
Tearing Hooks Melee Melee User -1 1 After a model riding a Limbo-Tick makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Draining Bite"> Each time this unit kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle. </tab> <tab name="Lord of Discrepancy"> You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model. </tab> </tabs>

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Astartes Chainsword with one item from the Melee Weapons or Pistols lists.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Cavalry, Lord of Discrepancy


Lord of Discrepancy on Nightmare[edit]
x

This unit contains 1 Lord of Discrepancy on Nightmare (Power Rating: 7).

Name M WS BS S T W A Ld Sv Pts/model
Lord of Discrepancy on Nightmare 11" 2+ 2+ 4 5 6 4 9 3+ 140

Wargear:

-Astartes Chainsword

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast

-Impaling Hooves

Weapon Range Type S AP D Abilities
Impaling Hooves Melee Melee User -2 1 After a model riding a Nightmare makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Lord of Discrepancy"> You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model. </tab> <tab name="Rampaging Steed"> Each time this model fights, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound. </tab> </tabs>

Options:

This model may replace its Bolt Pistol with one item from the Combi-weapons, Melee Weapons or Pistols lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may replace its Astartes Chainsword with one item from the Melee Weapons or Pistols lists.

Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Pistol Weapons

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Cavalry, Lord of Discrepancy


Lord of Discrepancy in Terminator Armor[edit]
x

This unit contains 1 Lord of Discrepancy in Terminator Armour (Power Rating: 5).

Name M WS BS S T W A Ld Sv Pts/model
Lord of Discrepancy in Terminator Armour 5" 2+ 2+ 4 4 6 4 9 2+ 100

Wargear:

-Combi-bolter

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Power Sword

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Lord of Discrepancy"> You can re-roll hit and save rolls of 1 made for friendly Sons of Malice units within 6" of this model. </tab> <tab name="Paradoxical Strike"> During deployment, you can set up this unit inside the void instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can use a paradoxical strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Alternatively, chose one point on the battlefield, then roll two D6 and a scatter dice; move the point by a number of inches equal to the result and in the direction pointed by the scatter dice. That point is where this unit must be placed; models placed in this way can be set within 1" of enemy units, if so, the unit counts as having made a successful charge. </tab> <tab name="Terminator Armor"> Models in this unit have a 5+ Invulnerable save. </tab> </tabs>

Options:

This model may replace its Combi-bolter with one item from the Combi-weapons or Terminator Melee Weapons lists.

Combi-weapons

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Terminator Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Chainfist - +11 pts.

Weapon Range Type S AP D Abilities
Chainsfist Melee Melee X2 -4 D3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a Vehicle model, that attack has a Damage characteristic of 3.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

This model may replace its Power Sword with one item from the Terminator Melee Weapons list.

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Chainfist - +11 pts.

Weapon Range Type S AP D Abilities
Chainsfist Melee Melee X2 -4 D3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a Vehicle model, that attack has a Damage characteristic of 3.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Lord of Discrepancy, Terminator


Matron of Malal[edit]

x

This unit contains 1 Matron of Malal (Power Rating: 9).

Name M WS BS S T W A Ld Sv Pts/model
Matron of Malal 12" 2+ 2+ 6 6 7 4 10 7+ 180

Wargear:

-Spear of Disorder

Weapon Range Type S AP D Abilities
Spear of Disorder Melee Melee User -3 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Dissipator Field"> Daemon units within 6" of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy Psyker may not cast or deny any psychic power as long as they are within 12" of this model. </tab> <tab name="Maternal Instincts"> Each time a friendly Malal unit is killed while within 6" of this model, this model gains +1 to its Strenght characteristic (to the maximum of 10). </tab> <tab name="Paradoxical Essence"> This model has a 4+ Invulnerable save. </tab> <tab name="Soothing Sing"> Roll two dices and discard the highest result when making Morale tests for friendly Malal units within 6" of this model. </tab> </tabs>

Psyker: A Matron of Malal can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite and two psychic powers from the Powers of Malal discipline.

Options:

This model may take a Familiar of Mirrored Cause and Effect - +15 pts.

Familiar of Mirrored Cause and Effect: Whenever a model with a Familiar of Mirrored Cause and Effect is targeted by an enemy ability (eg. All enemy units within 6” of this model suffer -1 to their Leadership) then the bearer of the ability is also affected by said ability. However, roll a D6 every time a model with a Familiar of Mirrored Cause and Effect suffers an unsaved wound; on a 6+ the Familiar takes the wound instead and is removed from the bearer's wargear.

Keywords:

  • Faction:Malal, Heretic Astartes
  • HQs, Character, Monster, Matron of Malal, Psyker


Antraes, Knight Champion of Malal[edit]

x

This unit contains 1 Antraes, Knight Champion of Malal (Power Rating: 9). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Antraes, Knight Champion of Malal 11" 2+ 2+ 5 5 7 5 10 3+ 180

Wargear:

-Impaling Hooves

Weapon Range Type S AP D Abilities
Impaling Hooves Melee Melee User -2 1 After a model riding a Nightmare makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

-Lance of Undoing

Weapon Range Type S AP D Abilities
Lance of Undoing Melee Melee +1 -3 2 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Deamon unit, double the number of damage you inflict.
Lance of Undoing Melee Melee x2 -3 3 You can use this profile only in a turn in which a model equipped with this weapon has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.

-Sigil of the Inverted Harm

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

Special Rules: <tabs> <tab name="IV Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Knight of Malal"> All friendly Malal Cavalry units within 6" of this model may add 1 to their hit and wound rolls in a turn in which they charged. </tab> <tab name="Rampaging Steed"> Each time this model fight, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Cavalry, Antraes, Knight Champion of Malal, Champion of Malal


Balachiel, Sorcerer Champion of Malal[edit]

x

This unit contains 1 Balachiel, Sorcerer Champion of Malal (Power Rating: 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Balachiel, Sorcerer Champion of Malal 6" 2+ 2+ 4 4 4 4 10 3+ 140

Wargear:

-Force Sword

Weapon Range Type S AP D Abilities
Force Sword Melee Melee +1 -3 D3 -

-Omega Armor

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Sigil of the Inverted Harm

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

Special Rules: <tabs> <tab name="V Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Weaver of Fate"> Once a phase, you can re-roll a single die for this model and friendly Malal units within 11". </tab> </tabs>

Psyker: Balachiel can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny two psychic power in each enemy Psychic phase. It knows the Smite and three psychic powers from the Powers of Malal discipline.

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Balachiel, Sorcerer Champion of Malal, Psyker, Champion of Malal


Dyress, Chosen of Malal[edit]

x

This unit contains 1 Dyress, Chosen of Malal (Power Rating: 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Dyress, Chosen of Malal 6" 2+ 2+ 4 4 5 5 10 3+ 120

Wargear:

-Chainaxe

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Plasma Pistol

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Sigil of the Inverted Harm

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

Special Rules: <tabs> <tab name="X Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Chaos Incarnate"> You can re-roll failed wound rolls of 1 for friendly Malal units within 11" of this model. </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="For the God of Contradictions"> You can re-roll failed hit rolls for this model if the target is an enemy Character. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Dyress, Chosen of Malal, Champion of Malal


Karhazy, Lord Champion of Malal[edit]

x

This unit contains 1 Karhazy, Lord Champion of Malal (Power Rating: 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Karhazy, Lord Champion of Malal 6" 2+ 2+ 5 4 5 5 10 3+ 120

Wargear:

-Plasma Pistol

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Power Maul

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Sigil of the Inverted Harm

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

Special Rules: <tabs> <tab name="II Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Master of Discrepancy"> You can re-roll hit and save rolls of 1 made for friendly Malal units within 11" of this model. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Karhazy, Lord Champion of Malal, Champion of Malal


Kathal, Anarch of the Sons of Malice[edit]

How does one lead the unleadable? Guide those who are impossible to guide? Coordinate those who’s entire existence is to be defiant to all leadership? Only a being like an Anarch can do such a thing, a person of such powerful will, devotion to contradiction and unprecedented violence and malice can do such a thing.

Kathal is but another in a long line of such figures for the Sons of Malice, but he exemplifies the role well. Even just getting within one hundred metres of the Anarch creates visions in the minds of others as Kathal subconsciously filters out those he would wish to engage with, driving the unworthy away or mad, while tempting others closer.

To gaze upon the man himself is to invite madness, for like looking at a chaos spawn Kathal is ever changing, his form portraying such an array of grotesquerie that the weak begin to mutate themselves. But unlike a chaos spawn, Kathal is disturbingly sane, being possessed with a mind so sharp that psykers trying to probe his mind metaphorically and literally cut themselves in the process.

In short, Kathal is a true champion of malal, and commands respect, fear and devotion from those beneath him. Only the primarch of the forgotten ones or the gods themselves may command kathal, but there are whispers that even they hesitate to do so.

This unit contains 1 Kathal, Anarch of the Sons of Malice (Power Rating: 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Kathal, Anarch of the Sons of Malice 5" 2+ 2+ 4 4 7 5 10 2+ 140

Wargear:

-Sigil of the Inverted Harm

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

-The War Without End

Weapon Range Type S AP D Abilities
The War Without End 24" Assault 1 4 -1 1 After you have rolled a successful hit with this weapon, you may immediately roll for an additional hit against the same target unit, if this additional hit roll is successful, you may roll to hit again and again until either you miss or a total of 11 hits has been achieved. After the total number of hits has been determined for the weapon, resolve the attacks.

-The Eleventh Talon

Weapon Range Type S AP D Abilities
The Eleventh Talon Melee Melee +1 -3 D3 You may re-roll failed wound rolls with this weapon.For every hit made by this weapon roll 2D6, for each 11 you roll, do not make a wound roll, the targeted unit suffers 3 mortal wounds instead of the normal damage.

Special Rules: <tabs> <tab name="XI Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Anarch"> You can re-roll failed hit rolls made for friendly Sons of Malice units within 6" of this model. </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Paradoxical Strike"> During deployment, you can set up this unit inside the void instead of placing it on the battlefield. At the end of any of your Movement phases the unit can use a paradoxical strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Alternatively, chose one point on the battlefield, then roll two D6 and a scatter dice; move the point by a number of inches equal to the result and in the direction pointed by the scatter dice. That point is where this unit must be placed; models placed in this way can be set within 1" of enemy units, if so, the unit counts as having made a successful charge. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Kathal, Lord of Discrepancy, Terminator, Champion of Malal


Makrael, Ancient Champion of Malal[edit]

x

This unit contains 1 Makrael, Ancient Champion of Malal (Power Rating: 10). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Makrael, Ancient Champion of Malal 9" 2+ 2+ 7 7 14 5 10 2+ 200

Wargear:

-Assault Cannon

Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -

-Cyclone Missile Launcher

Weapon Range Type S AP D Abilities
Cyclone Missile Launcher (Frag Missile) 36" Heavy 2D6 4 0 1 Blast.
Cyclone Missile Launcher (Krak Missile) 36" Heavy 2 8 -2 D6 -

-Dreadnought Combat Weapon

Weapon Range Type S AP D Abilities
Dreadnought Combat Weapon Melee Melee x2 -3 3 -

-Storm Bolter

Weapon Range Type S AP D Abilities
Storm Bolter 24" Rapid Fire 2 4 0 1 -

Special Rules: <tabs> <tab name="I Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Legendary Armor"> A model with this special rule has a 4+ Invulnerable save and ignores any penalty for moving and firing Heavy weapons. However, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, each unit within 6" suffers D6 mortal wounds. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Options:

This model may replace its Assault Cannon with one item from the Dreadnought Arm Weapons list.

-C-beam Cannon - +8 pts.

Weapon Range Type S AP D Abilities
C-beam Cannon 72" Heavy 1 6 -3 D3 This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers D6 additional hits at Strength 6, Ap 0, and Damage 1. These additional hits do not trigger further hits themselves.

-Dreadnought Combat Weapon and Storm Bolter - +22 pts

Weapon Range Type S AP D Abilities
Dreadnought Combat Weapon Melee Melee x2 -3 3 -
Storm Bolter 24" Rapid Fire 2 4 0 1 -

-Heavy Plasma Cannon - free

Weapon Range Type S AP D Abilities
Heavy Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 Blast.
Heavy Plasma Cannon (Overcharged) 36" Heavy D3 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Hurricane Bolter - free

Weapon Range Type S AP D Abilities
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -

-Missile Launcher - free

Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -

-Multi-melta - +5 pts.

Multi-melta 24" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Seismic Hammer - +10 pts.

Weapon Range Type S AP D Abilities
Seismic Hammer Melee Melee x2 -4 5 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Twin Autocannon - +10 pts.

Weapon Range Type S AP D Abilities
Autocannon 48" Heavy 2 7 -1 2 -

-Twin Heavy Bolter - free

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Twin Heavy Flamer - +5 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Twin Lascannon - +20 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

This model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the Dreadnought Arm Weapons list.

-Assault Cannon - free

Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -

-C-beam Cannon - +8 pts.

Weapon Range Type S AP D Abilities
C-beam Cannon 72" Heavy 1 6 -3 D3 This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers D6 additional hits at Strength 6, Ap 0, and Damage 1. These additional hits do not trigger further hits themselves.

-Heavy Plasma Cannon - free

Weapon Range Type S AP D Abilities
Heavy Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 Blast.
Heavy Plasma Cannon (Overcharged) 36" Heavy D3 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Hurricane Bolter - free

Weapon Range Type S AP D Abilities
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -

-Missile Launcher - free

Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -

-Multi-melta - +5 pts.

Multi-melta 24" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Seismic Hammer - +10 pts.

Weapon Range Type S AP D Abilities
Seismic Hammer Melee Melee x2 -4 5 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Twin Autocannon - +10 pts.

Weapon Range Type S AP D Abilities
Autocannon 48" Heavy 2 7 -1 2 -

-Twin Heavy Bolter - free

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Twin Heavy Flamer - +5 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Twin Lascannon - +20 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

This model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - +5 pts.

Weapon Range Type S AP D Abilities
Dreadnought Chainfist Melee Melee x2 -4 4 -

This model may replace its Storm Bolter with one of the following:

-Graviton Blaster - +15 pts

Weapon Range Type S AP D Abilities
Graviton Blaster 18" Assault 2 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Heavy Flamer - +12 pts

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Meltagun - +12 pts

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Blastgun - +19 pts

Weapon Range Type S AP D Abilities
Plasma Blastgun (Standard) 18" Assault 2 7 -3 1 -
Plasma Blastgun (Overcharged) 18" Assault 2 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Vehicle, Makrael, Ancient Champion of Malal, Dreadnought, Champion of Malal


Rustral, Machinator Champion of Malal[edit]

x

This unit contains 1 Inanis Machinator (Power Rating: 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Rustral, Machinator Champion of Malal 6" 2+ 2+ 4 4 5 4 10 2+ 140

Wargear:

-Flamer

Weapon Range Type S AP D Abilities
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Meltagun

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Power Axe

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Sigil of the Inverted Harm

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

Special Rules: <tabs> <tab name="VII Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Champion Machinator"> At the end of your Movement phase, Rustral can repair a single Sons of Malice Vehicle (other than models that can Fly) within 1". That model regains 2D3 lost wounds. A Vehicle cannot be repaired by more than one model with Machinator of Malal in the same turn. </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Rustral, Machinator Champion of Malal, Champion of Malal


Salem, Anarchy Champion of Malal[edit]

x

This unit contains 1 Salem, Anarchy Champion of Malal (Power Rating: 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Salem, Anarchy Champion of Malal 4" 2+ 2+ 4 4 5 5 10 2+ 120

Wargear:

-Bolter of the Chaotic One

Weapon Range Type S AP D Abilities
Bolter of the Chaotic One 24" Rapid Fire D6-1 2D3 -1 1 If the target is within half range, change this weapon's Ap to -2.

-Chaos Flail

Weapon Range Type S AP D Abilities
Chaos Flail Melee Melee +1 -2 D3 Invulnerable saves may not be taken against wounds inflicted by this weapon. For each attack assigned to this weapon, make 2 attacks instead of 1. Excess damage caused by this weapon is transferred over to other models in the targeted unit.

Special Rules: <tabs> <tab name="IX Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Icon of Our Fall from Grace"> Bolter of the Chaotic One and Chaos Flail weapons used within 3” of this unit generate 1 extra, automatically hitting hit each time they are used. </tab> <tab name="Tartarus Armor of the Ineffable One"> A model with this rule has a 4+ Invulnerable save but has to halve all advance distances. In addition, a model with this rule may not be hit by a weapon with a randomly generated number of attacks, even if that weapon would normally automatically hit its target. </tab> <tab name="Paradoxical Strike"> During deployment, you can set up this unit inside the void instead of placing it on the battlefield. At the end of any of your Movement phases the unit can use a paradoxical strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Alternatively, chose one point on the battlefield, then roll two D6 and a scatter dice; move the point by a number of inches equal to the result and in the direction pointed by the scatter dice. That point is where this unit must be placed; models placed in this way can be set within 1" of enemy units, if so, the unit counts as having made a successful charge. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Infantry, Salem, Anarchy Champion of Malal, Terminator, Champion of Malal


Tharans, Void Champion of Malal[edit]

x

This unit contains 1 Tharans, Void Champion of Malal (Power Rating: 7). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Tharans, Void Champion of Malal 12" 2+ 2+ 5 4 5 5 10 3+ 140

Wargear:

-MK 6 Corvus Armor

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.div>

-Two Lightning Claws

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

Special Rules: <tabs> <tab name="III Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Void Champion"> All friendly Malal Jump Pack units within 6" of this model may add 1 to their hit and wound rolls in a turn in which they charged. </tab> <tab name="Void Jump"> When you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Void Jump to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against this unit in the same turn that it arrived by this rule. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Infantry, Tharans, Void Champion of Malal, Fly, Jump Pack, Champion of Malal


Vuthal, Null Champion of Malal[edit]

x

This unit contains 1 Vuthal, Null Champion of Malal (Power Rating: 8). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Vuthal, Null Champion of Malal 6" 2+ 2+ 4 5 6 4 10 3+ 160

Wargear:

-Force Sword

Weapon Range Type S AP D Abilities
Force Sword Melee Melee +1 -3 D3 -

-Plasma Pistol

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Shield of Compromise

Shield of Compromise: A model with a Shield of Compromise has a 4+ Invulnerable save and may only be wounded on a wound roll of 4+ or worse, but it's always hit on a hit roll of 4+ or better. If not every model in a unit is equipped with a Shield of Compromise, then the restriction on hit and wound rolls only applies if more than half of the models are equipped with it. div>

Special Rules: <tabs> <tab name="VIII Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Null Field"> Enemy Psykers must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 12" of them. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Infantry, Vuthal, Null Champion of Malal, Character, Champion of Malal


Zarath, Biker Champion of Malal[edit]

x

This unit contains 1 Zarath, Biker Champion of Malal (Power Rating: 6). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Zarath, Biker Champion of Malal 12" 2+ 2+ 4 5 5 4 10 3+ 120

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Combi-bolter

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Power Lance

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Shield of Compromise

Shield of Compromise: A model with a Shield of Compromise has a 4+ Invulnerable save and may only be wounded on a wound roll of 4+ or worse, but it's always hit on a hit roll of 4+ or better. If not every model in a unit is equipped with a Shield of Compromise, then the restriction on hit and wound rolls only applies if more than half of the models are equipped with it. div>

Special Rules: <tabs> <tab name="VI Champion of Malal"> Friendly Malal units within 6" add 1 to their hit rolls and leadership characteristic (these bonuses are not cumulative with the other Champion of Malal special rules). </tab> <tab name="Bikers Champion"> All friendly Malal Biker units within 6" of this model may add 1 to their hit and wound rolls in a turn in which they charged. </tab> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Retro-boost"> When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the following Warlord Trait: <tabs> <tab name="Harbinger of Malal"> Your Warlord can never be wounded on a flat roll. Instead, all weapons which target your Warlord can only wound it on a roll equal to your Warlord's Armour Save characteristic after taking into account the attacking weapon's Ap characteristic, to a minimum of 6+. your Warlord is immune to mortal wounds.</tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • HQs, Character, Biker, Zarath, Biker Champion of Malal, Champion of Malal

Troops[edit]

Daughters of Malice[edit]

The Adeptus Soroitas always thought themselves above all corruption, and this, to an extent, is true. A fully trained sister of battle could fight toe to toe with a chaos spawn and only be killed by its psychical attacks, their will being so strong that chaos washes over them like waves over the bedrock of a lighthouse.

But only a small portion of the sisters of battle are like this. There are the newly inducted, those who have been shunned for some perceived sin or those who can be misled while still fully believing they are doing the go emperors work. Even those who have not yet joined the sisters, even those yet to be born, are potential recruits to the god of contradiction.

And so, the daughters of malice, like their marine brethren, are made up of a wide array of beings, from different times and places, motivations and beliefs, who have either been misled, corrupted or willingly joined into the services of Malal.

This unit contains 1 Older Daughter and 4 Daughters of Malice (Power Rating: 3). It can include up to 5 more Daughters of Malice (Power Rating: +3), up to 10 more Daughters of Malice (Power Rating: +6) or up to 15 more Daughters of Malice (Power Rating: +9).

Name M WS BS S T W A Ld Sv Pts/model
Daughter of Malice 6" 4+ 3+ 3 3 1 1 7 3+ 12
Older Daughter 6" 4+ 3+ 3 3 1 2 8 3+ 12

Wargear:

-Boltgun

Weapon Range Type S AP D Abilities
Boltgun 24" Rapid Fire 1 4 0 1 -

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast.

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Faith in the Chaotic One"> A unit with this rule ignores damage received on a 6+, and for every 10 models in a unit, it may deny a single psychic power as if it was a Psyker. </tab> </tabs>

Options:

Any Daughter of Malice may replace its Boltgun with a Chainsword - free

Weapon Range Type S AP D Abilities
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

For every five models in the unit, one Daughter of Malice may replace its Bolt Pistol with a Plasma Pistol - +5 pts./model

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

For every five models in the unit, up to two Daughters of Malice may replace their Boltgun with one of the following:

-Flamer - +6 pts.

Weapon Range Type S AP D Abilities
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Heavy Bolter - +10 pts.

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Heavy Flamer - +14 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Meltagun - +14 pts.

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Multi-melta - +20 pts.

Weapon Range Type S AP D Abilities
Multi-melta 24" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Storm Bolter - +2 pts.

Weapon Range Type S AP D Abilities
Storm Bolter 24" Rapid Fire 2 4 0 1 -

The Older Daughter may replace its Bolt Pistol and/or Boltgun with two items from the following:

-Chainsword - free

Weapon Range Type S AP D Abilities
Chainsword Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

-Condemnor Boltgun - +4 pts.

Weapon Range Type S AP D Abilities
Condemnor Boltgun 24" Rapid Fire 1 4 0 1 When attacking a Psyker, this weapon has a Damage characteristic of D3.

-Inferno Pistol - +7 pts.

Weapon Range Type S AP D Abilities
Inferno Pistol 6" Pistol 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Storm Bolter - +2 pts.

Weapon Range Type S AP D Abilities
Storm Bolter 24" Rapid Fire 2 4 0 1 -

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Troops, Infantry, Daughters of Malice


Followers of Malal[edit]

No matter what the belief, there will be someone who believes in it. Whether it be the god emperor, the greater good, one of the ruinous powers, or a tyranid version of another deity will appear and devour you into enlightenment, in an infinite universe someone will rabidly believe in it.

Perhaps the most unusual of these beliefs however, is to believe in malal. The god of unbelief, the deity of contradiction, the absurd made manifest and continuity discontinued. But even one such as malal, who almost actively fights their believers, will still gather followers from the rank and file of existence.

And unlike any other god, these believers will truly suffer for their belief, whittling them through chance and outright annihilation, until only the truly desperate, insane or boneheaded remain. And this is what makes the rank and file follower of malal so dangerous. They receive no gifts. They receive no guidance. They are granted no safe haven when hunted and no peace when begged for. And this, only makes them more dangerous.

This unit contains 1 Older Follower and 9 Followers of Malal (Power Rating: 3). It can include up to 10 more Followers of Malal (Power Rating: +3), up to 20 more Followers of Malal (Power Rating: +6) or up to 30 more Followers of Malal (Power Rating: +9).

Name M WS BS S T W A Ld Sv Pts/model
Follower of Malal 6" 4+ 4+ 3 3 1 1 5 6+ 6
Older Follower 6" 4+ 4+ 3 3 1 2 6 6+ 6

Wargear:

-Autogun

Weapon Range Type S AP D Abilities
Autogun 24" Rapid Fire 1 3 0 1 -

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Mere Pawns"> Followers of Malal units do not gain the The Lords of Randomness and Servants of Chaos Detachment Rule. </tab> </tabs>

Options:

Any Follower of Malal may replace its Autogun with an Autopistol and Brutal Assault Weapon - free

Weapon Range Type S AP D Abilities
Autopistol 12" Pistol 1 3 0 1 -
Brutal Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

For every ten models in the unit, one Follower of Malal may replace its Autogun with one of the following:

-Flamer - +6 pts.

Weapon Range Type S AP D Abilities
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Heavy Stubber - +4 pts.

Weapon Range Type S AP D Abilities
Heavy Stubber 36" Heavy 3 4 0 1 A unit that suffers an unsaved wound from this weapon has to subtract 1 from its hit rolls in the subsequent Fighting phase.

The Older Follower may replace its Autogun with one of the following:

-Autopistol and Brutal Assault Weapon - free

Weapon Range Type S AP D Abilities
Autopistol 12" Pistol 1 3 0 1 -
Brutal Assault Weapon Melee Melee User 0 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Shotgun - free

Weapon Range Type S AP D Abilities
Shotgun 12" Assault 2 3 0 1 If the target is within half range, add 1 to this weapon's Strenght.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Troops, Infantry, Followers of Malal


Sons of Malice[edit]

The anvil of contradiction at the centre of the sons of malice. It is impossible to pin down who or what a son of malice is. You might find two marines fighting side by side, but one might be a world eater, while the other might be an ultramarine. Their heavy bolter support crew might be all loyalist salamanders, the driver of their land raider a lunar wolf, the lieutenant a member of one of the lost founding legions, or their captain a female astartes from an alternative reality where the emperor was female.

They are unified by their lack of unification, bound by their lack of ties, gain familiarity by their complete difference. Their difference makes them one, while their oneness means that each individual is forever alone. They fear and loath their life, but neither would have changed any of their decisions up to this point. These are the fighting core, the Sons of Malice marines, a steadily advancing tide of undefinable contradiction.

This unit contains 1 Older Son and 4 Sons of Malice (Power Rating: 5). It can include up to 5 more Sons of Malice (Power Rating: +5).

Name M WS BS S T W A Ld Sv Pts/model
Son of Malice 6" 3+ 3+ 4 4 2 1 7 3+ 20
Older Son 6" 3+ 3+ 4 4 2 2 8 3+ 20

Wargear:

-Boltgun

Weapon Range Type S AP D Abilities
Boltgun 24" Rapid Fire 1 4 0 1 -

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast.

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> </tabs>

Options:

Any Son of Malice may replace its Boltgun with an Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

For every five models in the unit, one Son of Malice may replace its Bolt Pistol with a Plasma Pistol - +5 pts./model

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

For every five models in the unit, one Son of Malice may replace its Boltgun with one item from the Heavy Weapons or Special Weapons lists.

Heavy Weapons

-Autocannon - +10 pts.

Weapon Range Type S AP D Abilities
Autocannon 48" Heavy 2 7 -1 2 -

-Heavy Bolter - +10 pts.

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Lascannon - +25 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

-Missile Launcher - +20 pts.

Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -

-Reaper Chaincannon - +20 pts.

Weapon Range Type S AP D Abilities
Reaper Chaincannon 24" Heavy 8 5 -1 1 -

Special Weapons

-Flamer - +6 pts.

Weapon Range Type S AP D Abilities
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Meltagun - +14 pts.

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Gun - +11 pts.

Weapon Range Type S AP D Abilities
Plasma Gun (Standard) 24" Rapid Fire 1 7 -3 1 -
Plasma Gun (Overcharged) 24" Rapid Fire 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

The Older Son may replace its Bolt Pistol and/or Boltgun with two items from the Champion Equipment list.

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Troops, Infantry, Sons of Malice

Elites[edit]

Accountant of the Uncertain One[edit]

x

This unit contains 1 Accountant of the Uncertain One (Power Rating: 6). Only one of this unit can be taken in each Detachment.

Name M WS BS S T W A Ld Sv Pts/model
Accountant of the Uncertain One 6" 3+ 3+ 4 5 5 3 8 3+ 120

Wargear:

-Power Fist

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Statistical Degradation Field

Weapon Range Type S AP D Abilities
Statistical Degradation Field 8" Assault 3D6 3 -1 1 Blast. When this weapon is fired it hits every single unit within its range. Each time an attack is made with this weapon profile, that attack automatically hits the target.

Special Rules: <tabs> <tab name="Accountant of Uncertainty"> During the course of the battle keep track of the number of dices rolled to determine either a random number of shots/attacks or a random amount of damage; then throughout the battle consult the table below:

-0-9: Nothing happens.

-10-19: All friendly Sons of Malice units within 6” of this unit add 1 to their Leadership characteristics.

-20-29: All friendly Sons of Malice units within 11” of this unit add 1 to their Leadership characteristics and all enemy units within 11" of this unit subtract 1 from their Leadership characteristics.

-30+: All friendly Sons of Malice units within 11” of this unit add 1 to their Leadership characteristics and all enemy units within 11" of this unit subtract 1 from their Leadership characteristics. In addition, all friendly Sons of Malice units with 11” may roll twice the number of dice and discard the lowest half when determining a random number of shots, attacks, or damage. </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> </tabs>

Options:

This model may take a Sigil of the Inverted Harm - +15 pts.

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

This model may take one item from the Heresy Era Power Armors list.

-Auramite Armor - +7 pts.

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts.

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts.

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts.

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts.

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts.

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts.

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts.

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts.

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts.

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Character, Infantry, Accountant of the Uncertain One


Anarchy Marines[edit]

The Anarchy Marines are not originally Sons of Malice. They were elite tartaros marines from one of the original marines legions from before the Horus Heresy that fell into the warp to never be seen again. Upon returning to reality their original heraldry was wiped away and their helmets warped into perfectly smooth and reflecting surfaces which reflect back something different to each creature that looks where their eye slurs used to be. Regardless of their original heraldry, each marine is now perfectly identical to the other, and yet completely different. Even their silences are different yet the same as they hew their way through their foes, performing the anarchical plans of their slave master, the God who is not.

This unit contains 1 Anarchy Marine Champion and 5 Anarchy Marines (Power Rating: 11). It can include up to 5 more Anarchy Marines (Power Rating: +9). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Anarchy Marine 4" 2+ 2+ 4 4 3 2 10 2+ 35
Anarchy Marine Champion 4" 2+ 2+ 4 4 3 3 10 2+ 35

Wargear:

-Bolter of the Chaotic One

Weapon Range Type S AP D Abilities
Bolter of the Chaotic One 24" Rapid Fire D6-1 2D3 -1 1 If the target is within half range, change this weapon's Ap to -2.

-Chaos Flail

Weapon Range Type S AP D Abilities
Chaos Flail Melee Melee +1 -2 D3 Invulnerable saves may not be taken against wounds inflicted by this weapon. For each attack assigned to this weapon, make 2 attacks instead of 1. Excess damage caused by this weapon is transferred over to other models in the targeted unit.

Special Rules: <tabs> <tab name="Armor of the Ineffable One"> A model with this rule has a 4+ Invulnerable save but has to halve all advance distances. In addition, a model with this rule may not be hit by a weapon with a randomly generated number of attacks, even if that weapon would normally automatically hit its target. </tab> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Paradoxical Strike"> During deployment, you can set up this unit inside the void instead of placing it on the battlefield. At the end of any of your Movement phases the unit can use a paradoxical strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Alternatively, chose one point on the battlefield, then roll two D6 and a scatter dice; move the point by a number of inches equal to the result and in the direction pointed by the scatter dice. That point is where this unit must be placed; models placed in this way can be set within 1" of enemy units, if so, the unit counts as having made a successful charge. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Infantry, Anarchy Marines, Terminator


Hiulcus Terminators[edit]

x

This unit contains 1 Hiulcus Terminator Champion and 5 Hiulcus Terminators (Power Rating: 6). It can include up to 5 more Hiulcus Terminators (Power Rating: +5).

Name M WS BS S T W A Ld Sv Pts/model
Hiulcus Terminator 5" 3+ 3+ 4 4 2 2 8 2+ 20
Hiulcus Terminator Champion 5" 3+ 3+ 4 4 2 3 9 2+ 20

Wargear:

-Combi-bolter

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Power Axe

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Paradoxical Strike"> During deployment, you can set up this unit inside the void instead of placing it on the battlefield. At the end of any of your Movement phases, the unit can use a paradoxical strike to arrive on the battlefield – set it up anywhere on the battlefield that is more than 9" away from any enemy models. Alternatively, chose one point on the battlefield, then roll two D6 and a scatter dice; move the point by a number of inches equal to the result and in the direction pointed by the scatter dice. That point is where this unit must be placed; models placed in this way can be set within 1" of enemy units, if so, the unit counts as having made a successful charge. </tab> <tab name="Terminator Armor"> Models in this unit have a 5+ Invulnerable save. </tab> </tabs>

Options:

Any model may replace its Combi-bolter with one item from the Combi-weapons or Terminator Melee Weapons lists.

Combi-weapons

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Terminator Melee Weapons

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Chainfist - +11 pts.

Weapon Range Type S AP D Abilities
Chainsfist Melee Melee X2 -4 D3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a Vehicle model, that attack has a Damage characteristic of 3.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

One in five models may replace its Combi-bolter with one of the following:

-Heavy Bolter - +10 pts.

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Heavy Flamer - +14 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Reaper Autocannon - +10 pts./model

Weapon Range Type S AP D Abilities
Reaper Autocannon 36" Heavy 4 7 -2 1 -

Any model may replace its Power Axe with one item from the Terminator Melee Weapons lists.

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Chainfist - +11 pts.

Weapon Range Type S AP D Abilities
Chainsfist Melee Melee X2 -4 D3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a Vehicle model, that attack has a Damage characteristic of 3.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Any model may take a Shield of Compromise - 15 pts./model

Shield of Compromise: A model with a Shield of Compromise has a 4+ Invulnerable save and may only be wounded on a wound roll of 4+ or worse, but it's always hit on a hit roll of 4+ or better. If not every model in a unit is equipped with a Shield of Compromise, then the restriction on hit and wound rolls only applies if more than half of the models are equipped with it.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Infantry, Hiulcus Terminators, Terminator


Maidens of Malal[edit]

x

This unit contains 1 Maiden of Malal (Power Rating: 7). It can include up to 1 more Maiden of Malal (Power Rating: +7) or up to 2 more Maidens of Malal (Power Rating: +14).

Name M WS BS S T W A Ld Sv Pts/model
Maiden of Malal 12" 3+ 3+ 6 6 7 3 9 7+ 140

Wargear:

-Spear of Disorder

Weapon Range Type S AP D Abilities
Spear of Disorder Melee Melee User -3 3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Dissipator Field"> Deamon units within 6" of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy Psyker may not cast or deny any psychic power as long as they are within 12" of this model. </tab> <tab name="Maternal Instincts"> Each time a friendly Malal unit is killed while within 6" of this model, this model gains +1 to its Strenght characteristic (to the maximum of 10). </tab> <tab name="Paradoxical Essence"> This model has a 4+ Invulnerable save. </tab> <tab name="Soothing Sing"> Roll two dices and discard the highest result when making Morale tests for friendly Malal units within 6" of this model. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes
  • Elites, Monster, Maidens of Malal


Null Knights[edit]

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This unit contains 1 Null Champion and 5 Null Knights (Power Rating: 8). It can include up to 5 more Null Knights (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Null Knights 6" 3+ 3+ 4 5 2 1 7 3+ 27
Null Champion 6" 3+ 3+ 4 5 2 2 8 3+ 27

Wargear:

-Boltblast

Weapon Range Type S AP D Abilities
Boltblast 12" Assault 2 4 0 1 If the target is within half range, change this weapon's Ap to -2.

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast.

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Harbringer of Entropy"> This unit may fire its weapons at enemy units that are within 1" of other units or when it itself is within 1" of an enemy unit, although it has to fire at the unit it is within 1" with. Every time it does so, for each missed hit roll allocate one hit with the same profile onto the unit the target unit is within 1" with. </tab> <tab name="Null Field"> Enemy Psykers must subtract 2 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 12" of them. </tab> <tab name="Reduce Everything to Rubble"> Each time you make a wound roll of 6+ for a shooting weapon from this unit, that hit is resolved with an AP of -3 and causes the maximum possible number of wounds it can inflict. </tab> </tabs>

Upgrades: <tabs> <tab name="Auxiliary Grenade Launcher"> Increase the range of Grenade weapons a model with this Upgrade is equipped with to 30". </tab> </tabs>

Options:

Any Null Knight may replace its Boltblast with one of the following:

-Auxiliary Grenade Launcher Upgrade - +2 pts./model

-Missile Launcher - +10 pts./model

Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -

The Null Champion may replace its Bolt Pistol and/or Boltblast with two items from the Champion Equipment list.

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

All models in the unit may take one item from the Heresy Era Power Armors list, the same for every model.

-Auramite Armor - +7 pts./model

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts./model

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts./model

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts./model

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts./model

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts./model

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts./model

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts./model

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts./model

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts./model

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Infantry, Null Knights


Silent Dreadnoughts[edit]

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This unit contains 1 Silent Dreadnought (Power Rating: 6). It can include 1 additional Silent Dreadnought (Power Rating: +6) or 2 additonal Silent Dreadnoughts (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Silent Dreadnought 6" 3+ 3+ 7 7 10 4 8 3+ 120

Wargear:

-Assault Cannon

Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -

-Dreadnought Combat Weapon

Weapon Range Type S AP D Abilities
Dreadnought Combat Weapon Melee Melee x2 -3 3 -

-Storm Bolter

Weapon Range Type S AP D Abilities
Storm Bolter 24" Rapid Fire 2 4 0 1 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 3" suffers D3 mortal wounds. </tab> <tab name="Smoke Launchers"> Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase, your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. </tab> </tabs>

Options:

Any model may replace its Assault Cannon with one item from the Dreadnought Arm Weapons list.

-C-beam Cannon - +8 pts.

Weapon Range Type S AP D Abilities
C-beam Cannon 72" Heavy 1 6 -3 D3 This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers D6 additional hits at Strength 6, Ap 0, and Damage 1. These additional hits do not trigger further hits themselves.

-Dreadnought Combat Weapon and Storm Bolter - +22 pts

Weapon Range Type S AP D Abilities
Dreadnought Combat Weapon Melee Melee x2 -3 3 -
Storm Bolter 24" Rapid Fire 2 4 0 1 -

-Heavy Plasma Cannon - free

Weapon Range Type S AP D Abilities
Heavy Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 Blast.
Heavy Plasma Cannon (Overcharged) 36" Heavy D3 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Hurricane Bolter - free

Weapon Range Type S AP D Abilities
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -

-Missile Launcher - free

Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -

-Multi-melta - +5 pts.

Multi-melta 24" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Seismic Hammer - +10 pts.

Weapon Range Type S AP D Abilities
Seismic Hammer Melee Melee x2 -4 5 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Twin Autocannon - +10 pts.

Weapon Range Type S AP D Abilities
Autocannon 48" Heavy 2 7 -1 2 -

-Twin Heavy Bolter - free

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Twin Heavy Flamer - +5 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Twin Lascannon - +20 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

Any model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the Dreadnought Arm Weapons list.

-Assault Cannon - free

Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -

-C-beam Cannon - +8 pts.

Weapon Range Type S AP D Abilities
C-beam Cannon 72" Heavy 1 6 -3 D3 This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers D6 additional hits at Strength 6, Ap 0, and Damage 1. These additional hits do not trigger further hits themselves.

-Heavy Plasma Cannon - free

Weapon Range Type S AP D Abilities
Heavy Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 Blast.
Heavy Plasma Cannon (Overcharged) 36" Heavy D3 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Hurricane Bolter - free

Weapon Range Type S AP D Abilities
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -

-Missile Launcher - free

Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -

-Multi-melta - +5 pts.

Multi-melta 24" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Seismic Hammer - +10 pts.

Weapon Range Type S AP D Abilities
Seismic Hammer Melee Melee x2 -4 5 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Twin Autocannon - +10 pts.

Weapon Range Type S AP D Abilities
Autocannon 48" Heavy 2 7 -1 2 -

-Twin Heavy Bolter - free

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Twin Heavy Flamer - +5 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Twin Lascannon - +20 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

Any model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - +5 pts.

Weapon Range Type S AP D Abilities
Dreadnought Chainfist Melee Melee x2 -4 4 -

Any model may replace its Storm Bolter with one of the following:

-Graviton Blaster - +15 pts

Weapon Range Type S AP D Abilities
Graviton Blaster 18" Assault 2 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Heavy Flamer - +12 pts

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Meltagun - +12 pts

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Blastgun - +19 pts

Weapon Range Type S AP D Abilities
Plasma Blastgun (Standard) 18" Assault 2 7 -3 1 -
Plasma Blastgun (Overcharged) 18" Assault 2 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

Any model may take a Voidstrike Missile - +15 pts.

Weapon Range Type S AP D Abilities
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Vehicle, Silent Dreadnought, Dreadnought


Solipsism[edit]

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This unit contains 1 Solipsism (Power Rating: 6). Only one of this unit may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Solipsism 6" 2+ 2+ 4 4 5 4 10 3+ 120

Wargear:

-Devider

Weapon Range Type S AP D Abilities
Devider Melee Melee +1 -2 D3 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Character, add 1 to the number of damage.

-Sigil of the Inverted Harm

Sigil of the Inverted Harm: A model equipped with a Sigil of the Inverted Harm has a 4+ Invulnerable save.

-Void Grenades

Weapon Range Type S AP D Abilities
Void Grenade 12" Grenade 1 * -3 2 This weapon always wounds on a 2+.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Nothing Besides the Self"> All things are the same, all things are the Self, when the Self is removed all things must be removed.

If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 4+ it explodes, and each unit within 6" suffers D6 mortal wounds. </tab> <tab name="Out of Sight, Out of Mind, Out of Reality"> If the Self cannot realize the existence of the non-Self, the non-Self cannot exist.

No attack can be made against Solipsism where the attacker does not have Line of Sight to Solipsism. In addition, at the end of your Movement phase, if this model is not within line of sight of any enemy unit, it can decide to jump out of reality; if it does so, remove it from the battlefield and replace it anywhere on the table as long as it's not within line of sight of any enemy unit. </tab> <tab name="The Self is All"> What benefits the Self benefits all, what harms the Self harms all.

Add 1 to the Strength and Attacks characteristic of friendly Malal units within 6" of Solipsism. In addition, roll a die each time this model suffers a wound, on a 4+ all models within 1" suffer one mortal wound. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Elites, Character, Infantry, Solipsism

Fast Attacks[edit]

Bikers of Malal[edit]

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This unit contains 1 Biker Champion and 2 Bikers (Power Rating: 4). It can include up to 4 more Bikers (Power Rating: +4) or up to 8 more Bikers (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Biker 14" 3+ 3+ 4 5 3 1 8 3+ 30
Biker Champion 14" 3+ 3+ 4 5 3 2 9 3+ 30

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Combi-bolter

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Frag Grenades

Weapon Range Type S AP D Abilities
Frag Grenade 6" Grenade D6 3 0 1 Blast.

-Krak Grenades

Weapon Range Type S AP D Abilities
Krak Grenade 12" Grenade 1 6 -1 D3 -

Special Rules: <tabs> <tab name="Bikers of Malal"> Models in this unit add 1 to their Attack characteristic and gain a 5+ Invulnerable save whilst their unit has 11 models. </tab> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Retro-boost"> When this unit Advances, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. </tab> </tabs>

Options:

Any model may replace its Bolt Pistol with one item from the Melee Weapons list.

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

For every three models in the unit, one Biker may replace its Bolt Pistol with one item from the Special Weapons list.

-Flamer - +6 pts.

Weapon Range Type S AP D Abilities
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Meltagun - +14 pts.

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Gun - +11 pts.

Weapon Range Type S AP D Abilities
Plasma Gun (Standard) 24" Rapid Fire 1 7 -3 1 -
Plasma Gun (Overcharged) 24" Rapid Fire 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

For every three models in the unit, one Biker may replace its Combi-bolter with one item from the Combi-weapons list.

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

The Biker Champion may replace its Bolt Pistol with one item from the Champion Equipment or Special Weapons list.

Champion Equipment

-Chainaxe - +1 pts.

Weapon Range Type S AP D Abilities
Chainaxe Melee Melee +1 -1 1 -

-Astartes Chainsword - free

Weapon Range Type S AP D Abilities
Astartes Chainsword Melee Melee User -1 1 Each time the bearer fights, it can make 1 additional attack with this weapon.

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

-Lightning Claw - +8 pts.

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

-Plasma Pistol - +5 pts.

Weapon Range Type S AP D Abilities
Plasma Pistol (Standard) 12" Pistol 1 7 -3 1 -
Plasma Pistol (Overcharged) 12" Pistol 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Power Axe - +5 pts.

Weapon Range Type S AP D Abilities
Power Axe Melee Melee +2 -2 1 -

-Power Fist - +9 pts.

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 2 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Power Lance - +4 pts.

Weapon Range Type S AP D Abilities
Power Lance Melee Melee +2 -1 1 -

-Power Maul - +5 pts.

Weapon Range Type S AP D Abilities
Power Maul Melee Melee +3 -1 1 -

-Power Sword - +4 pts.

Weapon Range Type S AP D Abilities
Power Sword Melee Melee User -3 1 -

-Thunder Hammer - +21 pts.

Weapon Range Type S AP D Abilities
Thunder Hammer Melee Melee x2 -2 3 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

Special Weapons

-Flamer - +6 pts.

Weapon Range Type S AP D Abilities
Flamer 12" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Meltagun - +14 pts.

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Gun - +11 pts.

Weapon Range Type S AP D Abilities
Plasma Gun (Standard) 24" Rapid Fire 1 7 -3 1 -
Plasma Gun (Overcharged) 24" Rapid Fire 1 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

The Biker Champion may replace its Combi-bolter with one item from the Combi-weapons list.

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Any model may take a Shield of Compromise - +15 pts./model

Shield of Compromise: A model with a Shield of Compromise has a 4+ Invulnerable save and may only be wounded on a wound roll of 4+ or worse, but it's always hit on a hit roll of 4+ or better. If not every model in a unit is equipped with a Shield of Compromise, then the restriction on hit and wound rolls only applies if more than half of the models are equipped with it.

All models in the unit may take one item from the Heresy Era Power Armors list, the same for every model.

-Auramite Armor - +7 pts./model

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts./model

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts./model

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts./model

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts./model

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts./model

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts./model

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts./model

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts./model

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts./model

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Fast Attack, Biker, Bikers


Doomriders[edit]

x

This unit contains 3 Doomriders (Power Rating: 8). It can include up to 4 more Doomriders (Power Rating: +10) or up to 8 more Doomriders (Power Rating: +20).

Name M WS BS S T W A Ld Sv Pts/model
Doomrider 11" 3+ - 4 5 3 2 9 3+ 50

Wargear:

-Bolt Pistol

Weapon Range Type S AP D Abilities
Bolt Pistol 12" Pistol 1 4 0 1 -

-Impaling Hooves

Weapon Range Type S AP D Abilities
Impaling Hooves Melee Melee User -2 1 After a model riding a Nightmare makes its close combat attacks, you can attack with its mount. Make 2 additional attacks, using this weapon profile.

-Lance of Undoing

Weapon Range Type S AP D Abilities
Lance of Undoing Melee Melee +1 -3 2 Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Deamon unit, double the number of damage you inflict.
Lance of Undoing Melee Melee x2 -3 3 You can use this profile only in a turn in which a model equipped with this weapon has charged. Invulnerable saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon unit, double the number of damage you inflict.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Ethereal Skin"> Roll a die each time a model from this unit suffers a wound, on a 5+ it doesn't suffer that wound. </tab> <tab name="Rampaging Steed"> Each time this model fights, every time you roll an unmodified hit roll of 6, the enemy unit suffers 1 mortal wound. Although, each time you roll an unmodified roll of 1, this model suffers 1 mortal wound. </tab> <tab name="Steeds of Malal"> Models in this unit have 3 Attacks instead of 2 and gain a 5+ Invulnerable save whilst their unit has 11 models. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Fast Attack, Cavalry, Doomriders


Hook Horrors[edit]

x

This unit contains 5 Hook Horrors (Power Rating: 2). It can include up to 5 more Hook Horrors (Power Rating: +2), up to 10 more Hook Horrors (Power Rating: +4) or up to 15 more Hook Horrors (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
Hook Horrors 8" 3+ 3+ 4 3 1 2 7 6+ 8

Wargear:

-Flensing Hooks

Weapon Range Type S AP D Abilities
Flensing Hooks Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Unreasonably Fast"> Models in this unit have a 5+ Invulnerable save. </tab> <tab name="Warping Aura"> As long as this unit has at least 10 models, Deamon units within 6" of this unit have to subtract 1 from all their hit rolls. In addition, enemy Psyker must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 6" of them. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes
  • Fast Attacks, Infantry, Hook Horrors


Limbo-Tick[edit]

x

This unit contains 3 Limbo-Ticks (Power Rating: 2). It can include up to 3 more Limbo-Ticks (Power Rating: +2), up to 6 more Limbo-Ticks (Power Rating: +4), up to 9 more Limbo-Ticks (Power Rating: +6), or up to 12 more Limbo-Ticks (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Limbo-Tick 16" 3+ - 4 3 2 2 9 5+ 13

Wargear:

-Tearing Hooks

Weapon Range Type S AP D Abilities
Tearing Hooks Melee Melee User -1 1 After a model riding a Limbo-Tick makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Draining Bite"> Each time this unit kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes
  • Fast Attack, Beast, Limbo-Ticks


Pandemonic Paradoxes[edit]

x

This unit contains 3 Pandemonic Paradoxes (Power Rating: 5). It can include up to 3 more Pandemonic Paradoxes (Power Rating: +5) or up to 6 more Pandemonic Paradoxes (Power Rating: +10).

Name M WS BS S T W A Ld Sv Pts/model
Pandemonic Paradox 10" 3+ - 5 4 3 3 6 4+ 30

Wargear:

-Gaping Maw

Weapon Range Type S AP D Abilities
Gaping Mouth Melee Melee User -1 D3 Each time the bearer fights, it can make one (and only one) attack with this weapon. This is in addition to the bearer's attacks.

-Mantis Scythes

Weapon Range Type S AP D Abilities
Mantis Scythe Melee Melee User -2 2 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.

Special Rules:

  • Death to the Believers
  • Voice of Banishment: Enemy units within 6" of this unit suffer a -2 penalty to their Leadership characteristic.

Keywords:

  • Faction:Malal, Heretic Astartes
  • Fast Attack, Beast, Pandemonic Paradoxes


Parasite Riders[edit]

x

This unit contains 3 Parasite Riders (Power Rating: 3). It can include up to 4 more Parasite Riders (Power Rating: +3) or up to 8 more Parasite Riders (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
Parasite Rider 16" 3+ - 4 4 2 2 9 5+ 20

Wargear:

-Flensing Hooks

Weapon Range Type S AP D Abilities
Flensing Hooks Melee Melee User -1 1 Each time you make a wound roll of 6+ for this weapon, that hit is resolved with an AP of -4.

-Tearing Hooks

Weapon Range Type S AP D Abilities
Tearing Hooks Melee Melee User -1 1 After a model riding a Limbo-Tick makes its close combat attacks, you can attack with its mount. Make 3 additional attacks, using this weapon profile.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Draining Bite"> Each time this unit kills an enemy model with its Tearing Hooks, this model recovers one wound lost previously in the battle. </tab> <tab name="Steeds of Malal"> Models in this unit have 3 Attacks instead of 2 and gain a 5+ Invulnerable save whilst their unit has 11 models. </tab> <tab name="Warping Aura"> As long as this unit has at least 10 models, Deamon units within 6" of this unit have to subtract 1 from all their hit rolls. In addition, enemy Psyker must subtract 1 from Psychic tests and Deny the witch tests they take for each unit with this ability that is within 6" of them. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes
  • Fast Attack, Cavalry, Parasite Riders


Void Claws[edit]

x

This unit contains 1 Void Claw Champion and 5 Void Claws (Power Rating: 8). It can include up to 5 more Void Claws (Power Rating: +6).

Name M WS BS S T W A Ld Sv Pts/model
Void Claw 12" 3+ 3+ 4 4 2 1 8 3+ 25
Void Claw Champion 12" 3+ 3+ 4 4 2 2 9 3+ 25

Wargear:

-Two Lightning Claws

Weapon Range Type S AP D Abilities
Lightning Claw Melee Melee User -2 1 Each time the bearer fights, it makes 1 additional attack with this weapon. Each time an attack is made with this weapon, you can re-roll the wound roll.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Talons from Beyond"> Models in this unit add 1 to their Attack characteristic and gain a 5+ invulnerability save whilst their unit has 11 models. </tab> <tab name="Void Jump"> When you set up this unit during deployment, it can be set up in low orbit, ready to strike, instead of being placed on the battlefield. If it is, it can use a Void Jump to arrive on the battlefield at the end of any of your Movement phases, when it does so, set the unit up anywhere that is more than 9" away from enemy models. In addition, enemy units cannot fire Overwatch against this unit in the same turn that it arrived by this rule. </tab> </tabs>

Options:

All models in the unit may take one item from the Heresy Era Power Armors list, the same for every model.

-Auramite Armor - +7 pts./model

Auramite Armor: The bearer has a 2+ armor save and a 5+ Invulnerable save, but always strikes last in melee combat, regardless of any special rule or stratagem.

-Distorsion Plate - +15 pts./model

Distorsion Plate: Each phase select one ability of an enemy unit within 12” of a unit equipped entirely with Distorsion Plates; all enemy units within 12” may not benefit from that ability. In addition, enemy units attacking a unit equipped entirely with Distorsion Plates have to subtract 1 from their hit rolls if they are more than 12" away.

-MK 2 Crusade Armor - +2 pts./model

MK 2 Crusade Armor: Add 1 to the Leadership characteristic of the bearer. In addition, when the bearer is slain, roll a D6 before removing that model: on a 5+, that model can either shoot with one of its ranged weapons as if it were the Shooting phase, or make a single attack as if it were the Fight phase.

-MK 3 Iron Armor - +3 pts./model

MK 3 Iron Armor: Each time a ranged attack is allocated to the bearer, add 1 to any armor saving throw made against that attack. However, subtract 1 from the Movement characteristic of the bearer.

-MK 4 Imperial Maximus Armor - +2 pts./model

MK 4 Imperial Maximus Armor: Whenever the bearer charges, was charged or makes a heroic intervention, increase its Strength characteristic by 1 for the following Fight phase.

-MK 5 Heresy Armor - +2 pts./model

MK 5 Heresy Armor: Each time the bearer would lose a wound, roll one D6: on a 6, that wound is not lost.

-MK 6 Corvus Armor - +2 pts./model

MK 6 Corvus Armor: The bearer is eligible to declare a charge within a turn in which it Advanced or Fell Back, but you must subtract 1 from the bearer hit rolls in the following Fight phase.

-MK 7 Aquila Armor - +5 pts./model

MK 7 Aquila Armor: Each time an attack with a Damage characteristic of 1 is allocated to the bearer, add 1 to any armor saving throw made against that attack.

-Omega Armor - +5 pts./model

Omega Armor: Each time an attack is made against the bearer, roll a D6. That value becomes the Save characteristic of the bearer, to a minimum of 2+, when resolving that attack (eg. a dice roll of 4 would mean the model would have a Save characteristic of 4+). In addition, the bearer may ignore the Ap characteristic of enemy weapons, and may not benefit from any Invulnerable save from any source.

-Pariah Armor - +4 pts./model

Pariah Armor: The bearer counts as having Remained Stationary if it did not Fall Back or Advance in your previous Movement phase, and can ignore any or all modifiers to its Move characteristic, Advance rolls and charge rolls. However, each time an attack with a Strength characteristic of 6 or higher is made against the bearer, improve the Armor Penetration characteristic of that attack by 2.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Fast Attacks, Infantry, Void Claws, Fly, Jump Pack

Heavy Supports[edit]

Discors Land Raider Squadron[edit]

x

This unit contains 1 Discors Land Raider (Power Rating: 14). It can include 1 additional Discors Land Raider (Power Rating: +14) or 2 additional Discors Land Raiders (Power Rating: +28).

Name M WS BS S T W A Ld Sv Pts/model
Discors Land Raider 10" 6+ 3+ 8 8 9-16 6 9 2+ 270
Discors Land Raider 5" 6+ 4+ 8 8 5-8 D6 9 2+ 270
Discors Land Raider 3" 6+ 5+ 8 8 1-4 D3 9 2+ 270

Wargear:

-Twin Heavy Bolter

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Two Twin Lascannon

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D6 mortal wounds. </tab> <tab name="Smoke Launchers"> Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase, your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. </tab> <tab name="Vehicle Squadron"> The maximum cohesion distance of this unit is 6". </tab> </tabs>

Transport Capacity: A Discors Land Raider can transport up to 10 Sons of Malice Infantry models (Each Terminator and Jump Pack model counts as three models instead).

Options:

Any model may replace its two Twin Lascannon for one of the followings:

-Two Flamestorm Cannons - +40 pts.

Weapon Range Type S AP D Abilities
Flamestorm Cannon 12" Heavy D6 6 -2 2 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Two Hurricane Bolters - +20 pts.

Weapon Range Type S AP D Abilities
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -

Any model may replace its Twin Heavy Bolter for one of the followings:

-Twin Assault Cannon - +44 pts.

Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -

-Twin Heavy Flamer - +28 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

Any model may take a Voidstrike Missile - +15 pts.

Weapon Range Type S AP D Abilities
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.

Any model may take one item from the Combi-weapons list.

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Discors Land Raider, Transport


Discors Predator Squadron[edit]

x

This unit contains 1 Discors Predator (Power Rating: 6). It can include 1 additional Discors Predator (Power Rating: +6) or 2 additional Discors Predator (Power Rating: +12).

Name M WS BS S T W A Ld Sv Pts/model
Discors Predator 12" 6+ 3+ 6 7 6-11 3 8 3+ 120
Discors Predator 6" 6+ 4+ 6 7 3-5 D3 8 3+ 120
Discors Predator 3" 6+ 5+ 6 7 1-2 1 8 3+ 120

Wargear:

-Predator Autocannon

Weapon Range Type S AP D Abilities
Predator Autocannon 48" Heavy 2D3 7 -1 3 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. </tab> <tab name="Smoke Launchers"> Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase, your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. </tab> <tab name="Vehicle Squadron"> The maximum cohesion distance of this unit is 6". </tab> </tabs>

Options:

Any model may replace its Predator Autocannon with a Twin Lascannon - +40 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

Any model may take one of the following:

-Two Heavy Bolters - +30 pts.

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Two Lascannons - +40 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

Any model may take a Voidstrike Missile - +15 pts.

Weapon Range Type S AP D Abilities
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.

Any model may take one item from the Combi-weapons list.

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Discors Predator


Discors Vindicator Squadron[edit]

x

This unit contains 1 Discors Vindicator (Power Rating: 7). It can include 1 additional Discors Vindicator (Power Rating: +7) or 2 additional Discors Vindicators (Power Rating: +14).

Name M WS BS S T W A Ld Sv Pts/model
Discors Vindicator 10" 6+ 3+ 6 8 6-11 3 8 3+ 140
Discors Vindicator 5" 6+ 4+ 6 8 3-5 D3 8 3+ 140
Discors Vindicator 3" 6+ 5+ 6 8 1-2 1 8 3+ 140

Wargear:

-Demolisher Cannon

Weapon Range Type S AP D Abilities
Demolisher Cannon 24" Heavy D6 10 -3 D6 Blast.

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. </tab> <tab name="Smoke Launchers"> Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase, your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. </tab> <tab name="Vehicle Squadron"> The maximum cohesion distance of this unit is 6". </tab> </tabs>

Options:

Any model may replace its Demolisher Cannon with a Laser Destroyer Array - +30 pts.

Weapon Range Type S AP D Abilities
Laser Destroyer Array 36" Heavy 4 10 -4 D3+3 -

Any model may take a Voidstrike Missile - +15 pts.

Weapon Range Type S AP D Abilities
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.

Any model may take one item from the Combi-weapons list.

-Combi-bolter - +2 pts.

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Discors Vindicator


Legion Battle-Automatas[edit]

During the great crusade the mechanicium created colossal robots of war to fight alongside the legions. The most famous of these were perturabos iron circle, a maniple of automatas controlled directly by the primarchs warsuit and brain, but across the galaxy you could find tech marines controlling vast robot forces against forces even the main Astarte s forces would struggle against.

But chaos corrupts all things, and these lifeless machines are no acception. Malal in particular is fond of bending these lifeless husks to their will, as what is more contradictory than something with no mind or life of its own being given such gifts.

This unit contains 1 Legion Battle-Automata (Power Rating: 9). It can include 1 additional Legion Battle-Automata (Power Rating: +9) or 2 additional Legion Battle-Automatas (Power Rating: +18).

Name M WS BS S T W A Ld Sv Pts/model
Legion Battle-Automata 8" 3+ 3+ 7 7 14 3 9 3+ 180
Legion Battle-Automata 6" 4+ 4+ 7 7 14 3 9 3+ 180
Legion Battle-Automata 4" 5+ 5+ 7 7 14 3 9 3+ 180

Wargear:

-Distorsion Bolt Cannon

Weapon Range Type S AP D Abilities
Distortion Bolt Cannon 24" Heavy 6 5 -1 1 Units which receive damage from this weapon may not reroll any dice rolls until the start of your next shooting phase.

-Siege-breaker Hammer

Weapon Range Type S AP D Abilities
Siege-breaker Hammer Melee Melee x2 -3 D6 When attacking a Vehicle or Building unit, add 2 to the number of damage you inflict.

Special Rules: <tabs> <tab name="Armored Bulwark"> Add 1 to this model's Invulnerable save for every other model with this rule within 2" (to a maximum of 3+). </tab> <tab name="Colossal Shields"> Models with this special rule have a 5+ Invulnerable save. </tab> <tab name="Corrupted Intelligence"> Unless there is a Malal Character within 12” of models in this unit, a unit with this rule may only target and charge the nearest enemy unit. However, if there is not a Malal Character within 12” this unit adds 1 to its hit rolls and may re-roll failed hit rolls of 1. </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Legion Battle-Automata


Malice Contemptor[edit]

x

This unit contains 1 Malice Contemptor (Power Rating: 8). It can include 1 additional Malice Contemptort (Power Rating: +8) or 2 additonal Malice Contemptors (Power Rating: +16).

Name M WS BS S T W A Ld Sv Pts/model
Malice Contemptor 9" 2+ 2+ 7 7 11 4 9 2+ 160

Wargear:

-Assault Cannon

Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -

-Dreadnought Combat Weapon

Weapon Range Type S AP D Abilities
Dreadnought Combat Weapon Melee Melee x2 -3 3 -

-Storm Bolter

Weapon Range Type S AP D Abilities
Storm Bolter 24" Rapid Fire 2 4 0 1 -

Special Rules: <tabs> <tab name="Atomantic Shielding"> A model with this special rule has a 5+ Invulnerable save. However, if this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 5+ it explodes, each unit within 6" suffers D6 mortal wounds. </tab> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Smoke Launchers"> Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase, your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. </tab> </tabs>

Options:

Any model may replace its Assault Cannon with one item from the Dreadnought Arm Weapons list.

-C-beam Cannon - +8 pts.

Weapon Range Type S AP D Abilities
C-beam Cannon 72" Heavy 1 6 -3 D3 This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers D6 additional hits at Strength 6, Ap 0, and Damage 1. These additional hits do not trigger further hits themselves.

-Dreadnought Combat Weapon and Storm Bolter - +22 pts

Weapon Range Type S AP D Abilities
Dreadnought Combat Weapon Melee Melee x2 -3 3 -
Storm Bolter 24" Rapid Fire 2 4 0 1 -

-Heavy Plasma Cannon - free

Weapon Range Type S AP D Abilities
Heavy Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 Blast.
Heavy Plasma Cannon (Overcharged) 36" Heavy D3 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Hurricane Bolter - free

Weapon Range Type S AP D Abilities
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -

-Missile Launcher - free

Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -

-Multi-melta - +5 pts.

Multi-melta 24" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Seismic Hammer - +10 pts.

Weapon Range Type S AP D Abilities
Seismic Hammer Melee Melee x2 -4 5 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Twin Autocannon - +10 pts.

Weapon Range Type S AP D Abilities
Autocannon 48" Heavy 2 7 -1 2 -

-Twin Heavy Bolter - free

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Twin Heavy Flamer - +5 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Twin Lascannon - +20 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

Any model may replace its Storm Bolter and Dreadnought Combat Weapon with one item from the Dreadnought Arm Weapons list.

-Assault Cannon - free

Weapon Range Type S AP D Abilities
Assault Cannon 24" Heavy 6 6 -1 1 -

-C-beam Cannon - +8 pts.

Weapon Range Type S AP D Abilities
C-beam Cannon 72" Heavy 1 6 -3 D3 This weapon may not be fired on any turn in which the model carrying it has moved. In addition, for each 24" between the bearer and the target, increase the Strength by +2 and the Damage by +D3. If a model is removed from play as a casualty due to wounds caused by this weapon, then the target unit suffers D6 additional hits at Strength 6, Ap 0, and Damage 1. These additional hits do not trigger further hits themselves.

-Heavy Plasma Cannon - free

Weapon Range Type S AP D Abilities
Heavy Plasma Cannon (Standard) 36" Heavy D3 7 -3 1 Blast.
Heavy Plasma Cannon (Overcharged) 36" Heavy D3 8 -3 2 Blast. Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

-Hurricane Bolter - free

Weapon Range Type S AP D Abilities
Hurricane Bolter 24" Rapid Fire 6 4 0 1 -

-Missile Launcher - free

Weapon Range Type S AP D Abilities
Missile Launcher (Frag Missile) 48" Heavy D6 4 0 1 Blast.
Missile Launcher (Krak Missile) 48" Heavy 1 8 -2 D6 -

-Multi-melta - +5 pts.

Multi-melta 24" Heavy 2 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Seismic Hammer - +10 pts.

Weapon Range Type S AP D Abilities
Seismic Hammer Melee Melee x2 -4 5 Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll.

-Twin Autocannon - +10 pts.

Weapon Range Type S AP D Abilities
Autocannon 48" Heavy 2 7 -1 2 -

-Twin Heavy Bolter - free

Weapon Range Type S AP D Abilities
Heavy Bolter 36" Heavy 3 5 -1 2 -

-Twin Heavy Flamer - +5 pts.

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Twin Lascannon - +20 pts.

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

Any model may replace its Dreadnought Combat Weapon with a Dreadnought Chainfist - +5 pts.

Weapon Range Type S AP D Abilities
Dreadnought Chainfist Melee Melee x2 -4 4 -

Any model may replace its Storm Bolter with one of the following:

-Graviton Blaster - +15 pts

Weapon Range Type S AP D Abilities
Graviton Blaster 18" Assault 2 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Heavy Flamer - +12 pts

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Meltagun - +12 pts

Weapon Range Type S AP D Abilities
Meltagun 12" Assault 1 8 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Plasma Blastgun - +19 pts

Weapon Range Type S AP D Abilities
Plasma Blastgun (Standard) 18" Assault 2 7 -3 1 -
Plasma Blastgun (Overcharged) 18" Assault 2 8 -3 2 Each time an unmodified hit roll of 1 is made for an attack with this weapon profile, the bearer suffers 1 mortal wound after shooting with this weapon.

Any model may take a Cyclone Missile Launcher - +38 pts.

Weapon Range Type S AP D Abilities
Cyclone Missile Launcher (Frag Missile) 36" Heavy 2D6 4 0 1 Blast.
Cyclone Missile Launcher (Krak Missile) 36" Heavy 2 8 -2 D6 -

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Vehicle, Malice Contemptor, Dreadnought


Thunder Warriors[edit]

A brutal weapon created in a time before the great crusade. Beings of immense strength, endurance, brutality of cunning, created to subdue the most violent of planets, the birthplace of the greatest empire ever to exist. Terra.

But the thunder warriors were a tool of the moment, a violent blip in history to be replaced by the more refined space marines. And so they were wiped from history and reality by the custodes, to be forgotten by all, the few survivors left lost, without purpose and their bodies slowly dying.

It should be no surprise then, that these warriors attracted the attention of the god of disorder and the forgotten. Those thunder warriors in service to malal were given life and purpose, combining their already brutal prowess with warp corruption unseen even amongst the most twisted space marine.

This unit contains 3 Thunder Warriors (Power Rating: 6). It can include up to 8 additional Thunder Warriors (Power Rating: +2/model).

Name M WS BS S T W A Ld Sv Pts/model
Thunder Warrior 7" 2+ 3+ 5 5 4 4 9 3+ 40

Wargear:

-Power Fist

Weapon Range Type S AP D Abilities
Power Fist Melee Melee x2 -3 D3 Subtract 1 from the hit rolls for this weapon.

-Thunder Bolter

Weapon Range Type S AP D Abilities
Thunder Bolter Melee Melee +1 -1 2 Each time a model with this weapon fights it may make 1, and only 1, additional attack using this weapon profile.
Thunder Bolter 36” Assault 2 5 -1 2 -

Special Rules: <tabs> <tab name="A Brutish Weapon from a Different Time”> A unit with this rule adds 1 to its Strength and Attack characteristics on a turn in which it charged, was charged or performed a heroic intervention. In addition, roll a D6 for each model in this unit performs a charge or heroic intervention, on a 4+ the charges unit takes a mortal wound. </tab> <tab name="Biological Brutes"> Roll a die each time a model from this unit would lose a wound; on a 5+ that wound is not lost. On a roll of 1, however, that model doubles the amount of damage it was attempting to ignore. </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Mark 1 Power Armour Blessed by Malal"> Models in this unit have a 6+ Invulnerable save. If the attack being saved against had a randomly determined number of shots or damage however increase the invulnerability save to 5+. </tab> </tabs>

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Heavy Support, Infantry, Monster, Thunder Warriors

Dedicated Transports[edit]

Discors Rhino Squadron[edit]

x

This unit contains 1 Discors Rhino (Power Rating: 4). It can include 1 additional Discors Rhino (Power Rating: +4) or 2 additional Discors Rhinos (Power Rating: +8).

Name M WS BS S T W A Ld Sv Pts/model
Discors Rhino 12" 6+ 3+ 6 7 6-10 3 8 3+ 80
Discors Rhino 6" 6+ 4+ 6 7 3-5 D3 8 3+ 80
Discors Rhino 3" 6+ 5+ 6 7 1-2 1 8 3+ 80

Wargear:

-Combi Bolter

Weapon Range Type S AP D Abilities
Combi-bolter (Boltgun) 24" Rapid Fire 2 4 0 1 -

Special Rules: <tabs> <tab name="Cult of the Uncertain Bolter"> See Army Rules - Universal </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Explodes"> If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark; on a 6 it explodes, and each unit within 6" suffers D3 mortal wounds. </tab> <tab name="Smoke Launchers"> Once per game, instead of shooting any weapons in the Shooting phase, this model can use its smoke launchers; until your next Shooting phase, your opponent must subtract 1 from all hit rolls for ranged weapons that target this vehicle. </tab> <tab name="Vehicle Squadron"> The maximum cohesion distance of this unit is 6". </tab> </tabs>

Transport Capacity: A Discors Rhino can transport up to 10 Malal Infantry models (Each Terminator and Jump Pack model counts as three models instead).

Options:

Any model may take a Voidstrike Missile - +15 pts.

Weapon Range Type S AP D Abilities
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.

Any model may replace its Combi-bolter with one item from the Combi-weapons list.

-Combi-flamer - +8 pts.

Weapon Range Type S AP D Abilities
Combi-flamer (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-flamer (Flamer) 8" Assault D6 4 0 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Combi-grav - +10 pts.

Weapon Range Type S AP D Abilities
Combi-grav (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-grav (Grav-gun) 18" Rapid Fire 1 * -3 1 This weapon wounds on a roll equal to the target's armour save. If the target has a Save characteristic of 3+ or better, this weapon increases its Damage to D3.

-Combi-melta - +15 pts.

Weapon Range Type S AP D Abilities
Combi-melta (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-melta (Meltagun) 12" Assault 1 8 -4 D6 Each time an attack made with this weapon profile targets a unit within half range, that attack has a Damage characteristic of D6+2.

-Combi-plasma - +11 pts.

Weapon Range Type S AP D Abilities
Combi-plasma (Boltgun) 24" Rapid Fire 1 4 0 1 -
Combi-plasma (Plasma Gun - Standard) 24" Rapid Fire 1 7 -3 1 -
Combi-plasma (Plasma Gun - Overcharged) 24" Rapid Fire 1 8 -3 2 If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Dedicated Transport, Vehicle, Discors Rhino, Transport

Lords of War[edit]

Malific Construct[edit]

Once harmless junk made sentient by the warp, a malific construct is a physical manifestation of Malal’s will and purpose. Unlike other demon constructs it is not forged from the souls of the damned or built by tech priests millennia old. It is instead willed into existence by the chaos of the very world itself. This entropy can come from anything, from a mounting pile of washing to the floating remains of a battle fleet, but it all adds up, placing more and more pressure on reality.

If the entropy is allowed to build up to a critical mass then a Malific Construct will begin to form, the scrap of the universe being dragged together by pure, undiluted physics.

This unit contains 1 Malific Construct (Power Rating x).

Name M WS BS S T W A Ld Sv Pts/model
Malific Construct 11" 3+ 3+ 8 8 11-22 2D6 9 5+ x
Malific Construct 6" 3+ 4+ 8 8 6-10 3D6 9 5+ x
Malific Construct 4" 3+ 5+ 8 8 1-5 4D3 9 5+ x

Wargear:

-Scrap Tide

Weapon Range Type S AP D Abilities
Scrap Tide (Unstoppable Wave) Melee Melee User -1 D2 Each hit with this weapon counts as 3 hits instead of 1.
Scrap Tide (Crashing Roil) Melee Melee X2 -2 D6 Saves made against this attack ignore all modifiers except for the ap characteristic of this weapon.

-Oozing Entropy

Weapon Range Type S AP D Abilities
Oozing Entropy 12" Assault D6 6 -2 1 This weapon automatically hits its target and wound rolls of 6+ with this weapon inflict 1 mortal wound instead of normal damage. In addition, you may fire this weapon a number of times in the shooting phase equal to the number of enemy units within 12” of this unit.

-Degradation Vomit

Weapon Range Type S AP D Abilities
Degradation Vomit 48" Heavy D6 * -4 D6 This weapon automatically wounds on a 2+ on a D6 and invulnerability saves made against this attack suffer -1 to their rolls. After all attacks with this weapon have been resolved the firer of this weapon suffers 2 mortal wounds for each successful hit on its target.

Special Rules: <tabs> <tab name="Consumer of Chaos"> This model heals 1 previously lost wound whenever a natural dice roll of 1 is rolled within 12” of itself. In addition this unit has a 5+ invulnerability save. </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Entropic Destabilisation"> When this unit is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 4+ it explodes, and each unit within 4D6" suffers 2D6 mortal wounds. </tab> <tab name="Flowing Nightmare"> This model can Fall Back in the Movement phase and still shoot during its turn. In addition, this model counts as having 9 wounds for determining wether it benefits from cover, may pass through terrain features as if they weren’t there as long as it ends its move more than 1” from terrain features and enemy models and ignores vertical distances when moving and making melee attacks. </tab> </tabs>


Options: None

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Vehicle, Monster,Malific Construct, Titanic

Discors Mastodon Heavy Assault Transport[edit]

x

This unit contains 1 Discors Mastodon Heavy Assault Transport (Power Rating 40).

Name M WS BS S T W A Ld Sv Pts/model
Discors Mastodon 10" 5+ 3+ 9 9 16-30 6 9 2+ 800
Discors Mastodon 5" 5+ 4+ 9 9 8-15 D6 9 2+ 800
Discors Mastodon 3" 5+ 5+ 9 9 1-7 D3 9 2+ 800

Wargear:

-Crushing Tracks

Weapon Range Type S AP D Abilities
Crushing Tracks Melee Melee User -2 D3 -

-Siege Melta Array

Weapon Range Type S AP D Abilities
Siege Melta Array 12" Heavy 6 12 -4 D6 Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2. When attacking a Vehicle or Building unit, add 2 to the number of damage you inflict.

-Skyreaper Battery

Weapon Range Type S AP D Abilities
Skyreaper Battery 48" Heavy 8 7 -2 2 Each time an attack is made with this weapon against an Aircraft unit, add 1 to that attack’s hit roll. Each time an attack made with this weapon is allocated to an Aircraft model, that attack has a Damage characteristic of 4.

-Two Heavy Flamers

Weapon Range Type S AP D Abilities
Heavy Flamer 12" Heavy D6 5 -1 1 Each time an attack is made with this weapon profile, that attack automatically hits the target.

-Two Lascannons

Weapon Range Type S AP D Abilities
Lascannon 48" Heavy 1 9 -3 D6 -

Special Rules: <tabs> <tab name="Assault Vehicle"> Models may disembark from this model during a turn in which it has moved. </tab> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="Explodes"> When this transport is destroyed, roll one D6 before any embarked models disembark and before removing it from play. On a 6 it explodes, and each unit within D6+6" suffers 2D6 mortal wounds. </tab> <tab name="Metal Behemoth"> This model can Fall Back in the Movement phase and still shoot during its turn. In addition, this model only gains a cover bonus to its armor save if at least half of it is obscured from the firing unit. </tab> <tab name="Void Shields"> This model has 2 void shields. Each void shield has 3 shield points. While this model has any void shields, it has a 5+ invulnerable save against ranged attacks.

Each time a saving throw is failed for this model against a ranged attack, if it has any void shields, it does not suffer any damage. Instead, for each point of damage inflicted, one of its void shields loses 1 shield point. Once a void shield has lost a shield point, it must continue to lose shield points due to any further damage inflicted until it collapses. Each time an attack causes a void shield to be reduced to 0 shield points, that void shield collapses: this model loses that void shield, and any excess damage inflicted by that attack is lost. Void shields can never be used to prevent mortal wounds (each mortal wound inflicted on a model with void shields causes that model to lose one wound as normal).

At the start of your Command phase, if this model has a void shield that has fewer than 3 shield points remaining, that void shield is restored to 3 shield points. </tab> </tabs>

Transport Capacity: A Discors Mastodon Heavy Assault Transport can transport up to 40 Malal Infantry models (Each Terminator and Jump Pack model counts as two models, while each Dreadnought and Legion Battle-Automata model counts as ten models).

Options:

This model may take up to four Voidstrike Missiles - +15 pts./missile

Weapon Range Type S AP D Abilities
Voidstrike Missile 48" Heavy 1 8 -4 D6 A model con only fire each of its Voidstrike Missiles once per battle.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Vehicle, Discors Mastodon Heavy Assault Transport, Transport, Titanic


Primarch of the Forgotten Ones[edit]

Before the Horus Heresy, even before the Great Crusade, there was the purge. A cataclysmic event which nobody knows about, even the Primarchs only know that it happened, not how and why. What was this event? It was the removal of two of the Primarchs from history. Everything about them was expunged from the records, entire planets were mind-wiped, legionaries from the two legions were either killed or moved over to the Ultramarine legion, and the two Primarchs were.... what exactly? To that, only the Emperor knows, and even he is nearly dead.

But for a moment, think of yourself as one of those Primarchs, lost, abandoned, hunted by your own brothers for a crime you may not even have appreciated you were committing, as terrible as it may have been. In the heresy, if such an individual was wandering the galaxy then the chaos gods would have snapped them up, making them almost immediate demon princes and unleashing them back upon mankind. But those had been forgotten and as the warp is a reflection of reality, even the chaos gods did not know they existed.

That is, all except one, the one god who becomes more powerful the more obscure and unknown they are. And so imagine yourself again as a lost demigod, on your knees, about to give up on everything, to be forgotten even by yourself. And then someone, or something, gives you an offer, a something who accepts your offering of obscurity. And that is how the Primarch of the Forgotten Ones was born. Not by a show of strength, not by shoes of hedonism, or cunning, or resilience, but by accepting total, utter obscurity. From the ashes of this erasure, arose a being who, like their patron god, wished merely for nothing, for an end, to all things.

This unit contains 1 Primarch of the Forgotten Ones (Power Rating 15). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
Primarch of the Forgotten Ones 8” 2+ 2+ 6 6 9 5 10 2+ 450
Demonic Primarch of the Forgotten Ones 11” 2+ 2+ 8 7 16 6 10 3+ 550

Wargear:

-Mind Piercer

Weapon Range Type S AP D Abilities
Mind Piercer Melee Melee +3 -4 3 Invulnerability saves may not be taken against wounds inflicted by this weapon. When attacking a Daemon or Psyker unit, double the number of damage you inflict. Roll a die at the end of the Fight Phase if a unit was wounded by this weapon, on a 4+ that unit suffers D3 mortal wounds.
Mind Piercer 24" Heavy 1 10 * * Targeted units do not gain the benefit of cover against this weapon. Do not take a saving throw against this weapon, after wounding this weapon deals 1 mortal wound. Then roll a D6, on a 2+ the target takes 1 additional mortal wound. If that roll is successful then roll another D6, on a 3+ the target takes 2 mortal wounds. Repeat this process until you either fail a roll or succeed the 6+ roll.

-The Mirror Shield

Weapon Range Type S AP D Abilities
The Mirror Shield Melee Melee User -4 2 Each hit with this weapon counts as 2 hits instead of 1.

Special Rules: <tabs> <tab name="Death to the Believers"> See Army Rules - Universal </tab> <tab name="The Mirror Shield"> This model has a 4+ invulnerable save, in addition, it may only be wounded on a wound roll of 4+ or worse, and enemy units must subtract 1 from their hit rolls against this unit. </tab> <tab name="To be Demonic or Not to be Demonic"> At the beginning of any of your turns, you may decide to change which form of the Primarch to use. If so, replace the model with the one of your choosing; as long as this model remains in its Demonic form, it gains the Fly keyword and Sigil of the Immaterium Upgrade. This action costs Reinforce Points. If the model you choose to pay costs fewer points than the original model then you are refunded the point difference. </tab> <tab name="XI Primarch"> Friendly Malal units within 6" of this unit may re-roll failed hit and wound rolls of 1. In addition, friendly Malal units within 6" of this unit may reroll all failed hit and wound rolls if the weapon it used has a randomly determined number of shots/attacks. </tab> </tabs>

Upgrades: <tabs> <tab name="Sigil of the Immaterium"> Daemon units within 11" of this model may only attack last in the Fight phase, regardless of any special rule or stratagem, and have to subtract 2 from their hit rolls. In addition, enemy Psyker may not cast or deny any psychic power as long as they are within 18" of this model. </tab> </tabs>

Psyker: The Primarch of the Forgotten Ones can attempt to manifest two psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite and three psychic powers from the Powers of Malal discipline. The Demonic Primarch of the Forgotten Ones can instead attempt to manifest three psychic powers in each friendly Psychic phase and attempt to deny five psychic power in each enemy Psychic phase. It knows the Smite and four psychic powers from the Powers of Malal discipline.

Warlord Trait: If this model is your Warlord, it has the Denier of Reality and Devourer of Warp-Horrors Warlord Traits.

Keywords:

  • Faction:Malal, Heretic Astartes, Sons of Malice
  • Lord of War, Character, Monster, Primarch of the Forgotten Ones, Psyker


The Devourer of Certainty[edit]

The archdemon of each god is a creature that truly exemplifies the being that created them. This means that by its mere act of existing the Devourer of Certainty cannot be quantified. Greater demons can in theory take any shape they wish, as their forms have no actual substance, but in reality, their “bodies” exist on a continuum based on what the real beings in the Galaxy think and feel. The Devourer of Certainty’s form is ever-changing and unknowable because nobody knows that it even exists, giving it the freedom to take on any form it wishes and be almost wherever it chooses. It may randomly decide that it shall take on the form of a towering colossus one moment, and the next moment take the form of a tau child.

This uncertainty in battle makes this greater demon both impossible to fight, and simultaneously the easiest of the greater demons to defeat, as although its random shapes make it difficult to plan to fight it these forms are chosen randomly and could result in you facing a weaker, more easily defeat form.

This unit contains 1 Devourer of Certainty (Power Rating 28). Only one of this model may be included in your army.

Name M WS BS S T W A Ld Sv Pts/model
The Devourer of Certainty 14" 2+ 2+ 8 8 22 6 10 4+ 550

Wargear:

-Disruption Stave

Weapon Range Type S AP D Abilities
Disruption Stave Melee Melee X2 -D6 2D6 This weapon’s Ap characteristic also effects Invulnerable saves.
Disruption Stave 48” Heavy 2D6 User -D6 D3 Roll a D3 every time you fire this weapon. On a 1 this weapon automatically hits its target, on a 2 this weapon's Strenght characteristic becomes X2, on a 3 this weapon deals its damage in mortal wounds.

Special Rules: <tabs> <tab name="Nothing is Certain"> At the start of each turn roll a D6 for each one of this unit's characteristics. On an odd roll, that characteristic is reduced by 1; on an even it is instead increased by 1. If the roll is a 6 then the characteristic is increased by 2. </tab> <tab name="There are no Gods, only the Void"> This unit re-rolls all failed hit and wound rolls against HQ, VEHICLE, MONSTER and Lord of War units. </tab> <tab name="Uncertainty Incarnate"> This unit benefits from any abilities from enemy units as if it was part of the enemy army with all the appropriate keywords. In addition, this model has a 4+ invulnerability save. </tab> </tabs>

Warlord Trait: If this model is your Warlord, it has the Devourer of Warp-Horrors Warlord Trait.

Psyker: The Devourer of Certainty can attempt to manifest three psychic powers in each friendly Psychic phase, and attempt to deny three psychic power in each enemy Psychic phase. It knows the Smite and three psychic powers from the Powers of Malal discipline.

Keywords:

  • Faction:Malal, Heretic Astartes
  • Lord of War, Monster, Titanic

Crusade Rules[edit]

Agendas[edit]

  • End fo the Immaterium: The forces of the Outcasted God hate one type of faith more than all the others, that towards the servants of the ruinous powers. This drive pushes them to utterly destroy any harbinger of these corrupt powers, and they bask in their terror as each one falls to dust under their swords.
Keep a End tally for your army. Each time a Malal unit from your army completely destroys a Daemon unit, add 1 mark to the tally, 3 if its a Monster, 5 if its Titanic.
At the end of the battle, you gain a number of Victory Points equal to half the number of marks in your End tally.
  • Massacre of Unfaith: Faith is empty, shallow, it can be stomped into the ground and burned to ashes. That is the creed of the Sons of Malice, their one true faith.
Keep a Massacre tally for each Sons of Malice unit from your army. Each time a unit completely destroys an Imperium or Chaos unit, add 1 to it Massacre tally (2 if the unit was a Psyker).
At the end of the battle, if a unit has at least 4 marks on its Entropy tally, it gains a Battle Trait or Psychic Fortitude.
  • Propagators of Entropy: Disorder follows the armies of the Uncertain One; that is the only certainty in the waves of Its influence. Like an infestation, this corruption expands outwards, only empowering the servants of the Unknown further.
Keep an Entropy tally for each Sons of Malice unit from your army. At the end of each Shooting or Fight phase, add a value to that unit's Entropy tally equal to the number of wounds it inflicted that phase with a weapon that does a random set of damage.
At the end of the battle, each unit gains 1 experience point for every 10 marks on its Entropy tally.
  • Silence of Banishment: In sound, there is Chaos, in silence, peace. Let those that shout in the cold of space know, no one is there to hear them scream.
Keep a Banishment tally for each Malal unit from your army. Add 1 to that unit's Banishment tally each time they successfully block an enemy psychic power.
At the end of the battle, each unit gains 1 experience point for every 2 marks on its Banishment tally.

Requisitions[edit]

  • Favor of Malal (2 RP): The Unseen acknowledges the achievements of its followers but for its own nature seldom gives any mark of its gazing eyes. But the tides of causality are unpredictable, and so it's too the nature of its patron God.
Purchase this Requisition after you've won a battle, if one Sons of Malice Infantry Character has gained a rank. That model immediately benefits from the Boon of Malal Stratagem for no additional cost; add 3 to the result of the roll. Add 1 to the Crusade points of the unit and make a note on its Crusade card.
  • Sundering Cry (2 RP): The unending silence of the Sons of Malice is broken with a singular scream to the Great Unknown. In a chilling storm of sounds and silence, terrible beasts of disorder slash into reality, to avenge the fury of Forgotten's children.
Purchase this Requisition after a battle. Select one Malal Daemon model in your crusade roaster that wasn't present in your army during the game. That unit immediately gains one Battle Trait. Add 1 to the Crusade points of the unit and make a note on its Crusade card.
  • Teachings of the Eternal Mansion (1 RP): In the Eternal Mansion suspended between the waking and falling worlds, the followers of the Uncertain One are initiated in the mystical arts of madness and contradictions. Such knowledge is given by the graceful Matrons of Malal, who guide their students like their own children.
Purchase this Requisition when you add a Followers of Malal unit to your Order of Battle, if your Crusade force includes a Matron of Malal. That Followers of Malal unit gains 2D3 experience points.
  • Uncertain Experience (1 RP): Experience is something mysterious and strange; knowledge created by the tides of war, ordered thoughts born of dissonant rage. To the followers of the God of Contradictions, such concept abstract concept is as malleable as caly.
Purchase this Requisition when you remove a unit to your Order of Battle. If that unit possessed any number of experience points, you can transfer the same amount to another unit present in your Order of Battle, or to the unit (or one of the units) the unit is being removed to make place for. If the amount of experience exchanged is enough to raise the level of the unit receiving it, follow the normal rules for attributing Battle Traits.

Battle Traits[edit]

Guardian of Contradictions and Matron of Malal Units[edit]

  • 1) Breaker of Casuality: The rivers of fate clash against this demon like droplets of water on a cliff and no calculated matter can penetrate the might of such colossus.
Add 1 to this model's Invulnerable save (up to a maximum of 3+).
  • 2) Null Zone: At the presence of a demon of Malal, the creature of the Four Gods find their core principles altered, destroying their very nature and form as a consequence.
Chaos units loose the followings special rules while they are within 3" of this model: Disgustingly Resilient, Ephemeral Form, Quicksilver Swiftness and Unstoppable Ferocity.
  • 3) Warp Molder: The Warp and its entities have no power over this creature of true chaos. Its will is power and of the dissonant waves of the Immaterium, only perfect harmonies of destruction will remain.
You can re-roll one die each time this model attempts to manifest a power from the Powers of Malal discipline.

Sons of Malice Units[edit]

  • 1) Children of Duality: Everything always comes in pairs. Hot and cold, light and dark, a hero and its nemesis. Every duo has its equilibrium and through it, even opposites become the same.
Select two characteristics from models in this unit, other than Wounds and Armor save. Improve one by one point while worsen the other by one point. Then, apply this change to all models in the unit.
  • 2) Impossibly Destructive: The flux of causality flickers around these silent warriors, rendering the most extreme of outcomes nothing but the norm.
When rolling for damage for a weapon in this unit, roll one additional die and discard the lower result.
  • 3) Psychic Transcendence: Under the gazing eyes of Malal, no power from beyond can harm its loyal warriors.
Roll a die each time this unit suffers a wound during the enemy Psychic phase; on a 5+ that wound is not lost.

Weapon Enhancements[edit]

Bolter Weapons[edit]

-1) Enhanced Propellers: The propellers employed by the ammo for this weapon utilize a special fuel to boost its effectiveness range.

Add 3" to the range at which this weapon fires double its number of wounds for its Rapid-fire Type (es. a Boltgun would fire double its number of wounds while the target is within 15" instead of the usual 12").

-2) Explosive Rounds: Bolter shells are known to explode at impact and cause major damage to every type of defense. These rounds are loaded with even more explosive materials to make sure whatever is hit stays dead.

Each time you make a wound roll of 6+ with this weapon, it inflicts 1 mortal wound in addition to the normal damage.

-3) Suppressor Salvos: Superior firepower is a valuable strategy in every conflict. If the enemy defenses is rendered useless, then the days of war too are cut short.

Improve the Ap characteristic of this weapon by 2 in a turn in which the bearer has not moved during the Movement phase.

Plasma Weapons[edit]

-1) Fail-safe Overheat: Additional plating and safety mechanisms make sure the weapon can be operated safely even when at its limit.

When overcharging this weapon, roll a die if you make a hit roll of 1; on a 4+ the model doesn't suffer any mortal wounds.

-2) Fragmentary Volley: A special device has been installed to produce a fragmentary outburst mid-air, creating a shower of smoldering plasma.

When shooting this weapon, if you are not using the overcharged profile, make one additional hit roll with this weapon.

-3) Solar Plasma: Overcharged batteries are mounted on the weapon to push it to its absolute limit. This maneuver though is extremely dangerous not only for the bearer but for those around too, for a malfunction in the energy compartment would mean a catastrophic explosion of boiling plasma.

When shooting with this weapon, instead of firing normally or overcharging, you may decide to power this weapon to the limit. When doing so, use the overcharged profile for this weapon but treat any damage inflicted as mortal wounds. If a hit roll of 1 is made when firing, remove the model as a casualty and nearby units suffer 1 mortal wound on a roll of 4+.

Battle Scars[edit]

Daemon Units Only[edit]

-Ordered Beings: An injury in battle has tainted the flow of incoherence of these demons into a stream of order, making them an affront to their deity.

  • This unit may not benefit from the The Lords of Randomness and Servants of Chaos Detachment ability.
  • This unit loses its Dissipator Field, Paradoxical Essence and Warping Aura special rules.

Sons of Malice Units Only[edit]

-Heinously Unlucky: Chaos is fickle, these troops have somehow ended up on the unlucky side of the Immaterium's whims.

  • This unit may not benefit from the The Lords of Randomness and Servants of Chaos Detachment ability.
  • This unit must re-roll all results of 6’s.

Crusade Relics[edit]

Artificer Relics[edit]

  • Chilling Aura: x
Enemy units within 12" of this model must subtract 2 from their Leadership characteristic. Enemy units within 6" of this model must subtract 4 from their Leadership characteristic instead.
  • Fluctuating Form: x
At the start of each of your Command phase, roll a D3; on a 1, increase this model's Strength characteristic of 1, on a 2, increase this model's Thoughness characteristic of 1, and on a 3, increase this model's Attacks characteristic of 1.
  • Sinister Fulcrum: x
Once per battle after the second turn, this unit may plant the Sinister Fulcrum. Weapons fired from enemy units within 11" of the Fulcrum that have a random number of attacks have to halve the amount of shots they make.

Antiquity Relics[edit]

  • Immaterial Blow: x
Enemy units may not attempt any type of saving throw against this model's first attack during the Fight phase.
  • Reverse Chronology Cannon: An ordinary weapon, which fires extraordinary bullets. The bullets themselves are mundane but instead travel backward in time from the firer's perspective, appearing to have already been fired and traveling backward through the air and back down the barrel of the gun to be loaded back into the magazine. This means that the weapon hits targets in impossible ways, and never misses because its bullets have already been shot. No one knows what will happen when the weapon “runs out of” ammunition, but there are sects of the sons of malice who believe that this will bring the end of reality, bringing an age BBC where malal will become the greatest chaos god.
This Relic replaces one of the bearer's ranged weapons and has the following profile:
Weapon Range Type S AP D Abilities
Reverse Chronology Cannon 24" Heavy D6+2 6 -2 1 This weapon automatically hits its target. Enemy units do not gain bonuses to saving rolls from cover against this weapon. This weapon does not require line of sight to hit its target; but if its bearer does not have line of sight to the target unit, the Ap characteristic of this weapon is -1 instead of -2.

Legendary Relics[edit]

  • The Eye of Malal: A literal eye which appears in the center of the bearer's forehead. It does not blink but somehow manages to look into the eyes of every being within an immeasurable distance, somehow including the eyes of those whose skull it is currently embedded. It is believed that the eye is one of the (uncountable) eyes of malal, and thus its simple presence warps existence in an unpredictable manner. The bearer does not choose to have this relic, and it is almost laughable folly to call it as such, it simply appears one day when the host looks in the mirror, staring back into their very soul.
The bearer of this relic may not move in the movement phase. Instead, in each Movement phase, you must select a point on the battlefield at least 6” away from where the bearer currently is, regardless of any other effects. Then randomly select a direction and roll a D6; the bearer then moves that many inches in the randomly chosen direction. Once per battle you may spend a command point to instead not scatter. This does not count as moving in regard to firing weapons and charging and may bring the bearer within 1” of any enemy unit. If so, then the unit is engaged in combat.
  • The Pool of Contradiction: For the most favored of Malal, the god gifts them access to a pocket dimension of impossibility. Inside the dimension, the champion can find pretty much anything each time they enter. This may find that the pocket dimension has transported them to Khorne's brass citadel, or back in time to the surface of Cadia, or might simply be a small, white room, with a table, chair, and a cup of tea. The pocket dimension is rarely lethal, but its entrance from the real world has contradictory effects on reality, and the gateway leeches its dark power into the materium.
Mark a point at the exact center of the battlefield, then randomly determine a direction and move that point 2D6” in the chosen direction. This point represents the pool of contradiction. 11” from this point all dice rolls become the exact opposite of what they would otherwise be (eg. A 6 would be a 1, a 5 a 2, and a 4 a 3). This is done after re-rolls and modifiers. In addition, the bearer of this relic may deep strike from this point, following the normal rules for deep striking except that the deep may place them within 9” of an enemy unit as long as they are within 11” from this point.