| Model Name | M | T | Sv | W | Ld | OC |
SHINING SPEAR ⌀60mm flying base | 14" | 4 | 3+ 5++ | 2 | 6+ | 2 |
SHINING SPEAR EXARCH ⌀60mm flying base | 14" | 4 | 3+ 5++ | 3 | 6+ | 2 |
| Ranged Weapons | Range | A | BS | S | AP | D |
Laser lance assault | 6" | 1 | 3 | 6 | -2 | 3 |
Shuriken cannon lethal hits | 24" | 3 | 3 | 6 | -1 | 2 |
Star lance assault | 6" | 1 | 3 | 9 | -3 | 3 |
Twin shuriken catapult assault, twin-linked | 18" | 2 | 3 | 4 | -1 | 1 |
| Melee Weapons | Range | A | BS | S | AP | D |
Laser lance anti-monster 3+, anti-vehicle 3+, lance | Melee | 3 | 3 | 5 | -2 | 3 |
Paragon sabre | Melee | 6 | 3 | 5 | -2 | 2 |
Star lance anti-monster 3+, anti-vehicle 3+, lance | Melee | 4 | 3 | 5 | -3 | 3 |
| Name | Description |
1CP FIRE OVERWATCH Detachment: Core | WHEN: Your opponent’s Movement or Charge phase, just after an enemy unit is set up or when an enemy unit starts or ends a Normal, Advance or Fall Back move, or declares a charge. TARGET: One unit from your army that is within 24" of that enemy unit and that would be eligible to shoot if it were your Shooting phase. EFFECT: If that enemy unit is visible to your unit, your unit can shoot that enemy unit as if it were your Shooting phase. RESTRICTIONS: You cannot target a TITANIC unit with this Stratagem. Until the end of the phase, each time a model in your unit makes a ranged attack, an unmodified Hit roll of 6 is required to score a hit, irrespective of the attacking weapon’s Ballistic Skill or any modifiers. You can only use this Stratagem once per turn. |
1CP INSANE BRAVERY Detachment: Core | WHEN: Battle-shock step of your Command phase, just before you take a Battle-shock test for a unit from your army. TARGET: That unit from your army. EFFECT: Your unit automatically passes that Battle-shock test. RESTRICTIONS: You cannot use this Stratagem more than once per battle. |
2CP COUNTER-OFFENSIVE Detachment: Core | WHEN: Fight phase, just after an enemy unit has fought. TARGET: One unit from your army that is within Engagement Range of one or more enemy units and that has not already been selected to fight this phase. EFFECT: Your unit fights next. |
1CP COMMAND RE-ROLL Detachment: Core | WHEN: Any phase, just after you make an Advance roll, a Charge roll, a Desperate Escape test or a Hazardous test for a unit from your army, or a Hit roll, a Wound roll, a Damage roll or a saving throw for a model in that unit, or a roll to determine the number of attacks made with a weapon equipped by a model in that unit. If you are using fast dice rolling, this Stratagem can still be used after rolling multiple rolls or saving throws at once. TARGET: That unit or model from your army. EFFECT: You re-roll that roll, test or saving throw. If you are using fast dice rolling, select one of those rolls or saving throws to re-roll. |
1CP HEROIC INTERVENTION Detachment: Core | WHEN: Your opponent’s Charge phase, just after an enemy unit ends a Charge move. TARGET: One unit from your army that is within 6" of that enemy unit and would be eligible to declare a charge against that enemy unit if it were your Charge phase. EFFECT: Your unit now declares a charge that targets only that enemy unit, and you resolve that charge as if it were your Charge phase. RESTRICTIONS: You can only select a VEHICLE unit from your army if it is a WALKER. Note that even if this charge is successful, your unit does not receive any Charge bonus this turn. |
1CP RAPID INGRESS Detachment: Core | WHEN: End of your opponent’s Movement phase. TARGET: One unit from your army that is in Reserves. EFFECT: Your unit can arrive on the battlefield as if it were the Reinforcements step of your Movement phase, and if every model in that unit has the Deep Strike ability, you can set that unit up as described in the Deep Strike ability (even though it is not your Movement phase). RESTRICTIONS: You cannot use this Stratagem to enable a unit to arrive on the battlefield during a battle round it would not normally be able to do so in. |
1CP TO THEIR FINAL BREATH Detachment: Aspect Host | WHEN: Fight phase, just after an enemy unit has selected its targets. TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, until the end of the phase, each time a model in your unit is destroyed, if that model has not fought this phase, roll one D6, adding 1 to the result if you removed an Aspect Shrine token during this usage of this Stratagem. On a 4+, do not remove the destroyed model from play; it can fight after the attacking unit has finished making its attacks, and is then removed from play. |
1CP KHAINE’S VENGEANCE Detachment: Aspect Host | WHEN: Your opponent’s Movement phase, just after an enemy unit (excluding MONSTERS and VEHICLES) is selected to Fall Back. TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that is within Engagement Range of that enemy unit. EFFECT: All models in that enemy unit must take a Desperate Escape test. When doing so, if that enemy unit is Battle-shocked, subtract 1 from each of those tests. |
1CP PRETERNATURAL PRECISION Detachment: Aspect Host | WHEN: Your Shooting phase. TARGET: One Aspect Warriors unit from your army that has not been selected to shoot this phase. EFFECT: Each time you use this Stratagem, you can remove one Aspect Shrine token your unit has (see datasheets). Then, select one of the following abilities, or select two of the following abilities if you removed an Aspect Shrine token during this usage of this Stratagem: [IGNORES COVER], [LETHAL HITS], [SUSTAINED HITS 1]. Until the end of the phase, ranged weapons equipped by models in your unit have the selected abilities. |
1CP WARRIOR FOCUS Detachment: Aspect Host | WHEN: Your Shooting phase or the Fight phase. TARGET: One Aspect Warriors or Avatar of Khaine unit from your army that has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can ignore any or all modifiers to that attack’s Ballistic Skill, Weapon skill, Strength, Armour Penetration and Damage characteristics and/or any or all modifiers to the Hit roll. |
1CP LIGHTNING-FAST REACTIONS Detachment: Warhost | WHEN: Your opponent’s Shooting phase or the Fight phase, just after an enemy unit has selected its targets. TARGET: One Asuryani unit from your army (excluding Wraith Construct units) that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, each time an attack targets your unit, subtract 1 from the Hit roll. |
1CP BLITZING FIREPOWER Detachment: Warhost | WHEN: Your Shooting phase. TARGET: One Asuryani unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, ranged weapons equipped by models in your unit have the [SUSTAINED HITS 1] ability while targeting an enemy unit within 12". If such a weapon already has that ability, until the end of the phase, each time an attack is made with that weapon, an unmodified Hit roll of 5+ scores a Critical Hit. |
1CP FEIGNED RETREAT Detachment: Warhost | WHEN: Your Movement phase, just after an Asuryani unit from your army Falls Back. TARGET: That ASURYANI unit. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Fell Back. |
1CP DEATH FROM ON HIGH Detachment: Windrider Host | WHEN: Your Shooting phase or the Fight phase. TARGET: One Asuryani Mounted or VYPER unit from your army that was set upon the battlefield from Reserves this turn and has not been selected to shoot or fight this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, you can re-roll the Wound roll. |
1CP WIND OF BLADES Detachment: Windrider Host | WHEN: Your Movement phase. TARGET: One Asuryani Mounted or Vyper unit from your army that has not been selected to move this phase. EFFECT: Until the end of the turn, your unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back. |
1CP SPIRALLING EVASION Detachment: Windrider Host | WHEN: Your opponent’s Shooting phase, just after an enemy unit has selected its targets. TARGET: One Asuryani Mounted or VYPER unit from your army that was selected as the target of one or more of the attacking unit’s attacks. EFFECT: Until the end of the phase, models in your unit have a 4+ invulnerable save. |
1CP DARING RIDERS Detachment: Windrider Host | WHEN: The Reinforcements step of your Movement phase. TARGET: One Asuryani Mounted or VYPER unit from your army in Reserves. EFFECT: Until the end of the phase, when setting up your unit on the battlefield from Reserves, it can be set up anywhere on the battlefield that is more than 6" horizontally away from all enemy units. When doing so, if your unit is set up within 9" horizontally of one or more enemy units, until the end of the turn, it is not eligible to declare a charge. |
1CP FOCUSED FIREPOWER Detachment: Windrider Host | WHEN: Your Shooting phase. TARGET: One Asuryani Mounted or VYPER unit from your army that has not been selected to shoot this phase. EFFECT: Until the end of the phase, each time a model in your unit makes an attack, improve the Armour Penetration characteristic of that attack by 1. |
1CP OVERFLIGHT Detachment: Windrider Host | WHEN: End of your Shooting phase or the end of the Fight phase. TARGET: One Asuryani Mounted unit from your army that destroyed one or more enemy units this phase. EFFECT: Your unit can make a Normal move of up to 7". |