4th Company
4th Company
Configuration
Battle Size Strike Force (2000 Point limit)
Show/Hide Options Unaligned Fortifications are visible, Unaligned Forces are visible, Tzeentch Daemons are visible, Titans are
visible, Slaanesh Daemons are visible, Nurgle Daemons are visible, Legends are visible, Khorne Daemons
are visible, Chaos Knights are visible
Chaos Lord with Jump Pack (1) Twin lightning claws, Shroud of Obfuscation
(105 pts)
Rules: Leader, Deep Strike, Dark Pacts, Stealth, Lone Operative, Twin-linked
Unit: Chaos Lord with Jump Pack
Abilities: Invulnerable Save[1], Leader[2], Cruel Hunter, Lord of Chaos, Shroud of Obfuscation
Melee Weapons: Twin lightning claws
Rules: Dark Pacts, Deep Strike, Anti-, Rapid Fire, Devastating Wounds, Sustained Hits, Twin-linked
Abilities: Despoilers, Invulnerable Save[2]
Unit: Chaos Terminator Squad (x2) (x2)
Melee Weapons: Accursed weapon (x4) (x4), Chainfist (x2) (x2), Paired accursed weapons (x3) (x3), Power
fist (x2) (x2)
Ranged Weapons: Combi-weapon (x7) (x14), Reaper autocannon (x2) (x2)
Rules: Dark Pacts, Deep Strike, Anti-, Rapid Fire, Devastating Wounds, Sustained Hits, Twin-linked
Abilities: Despoilers, Invulnerable Save[2]
Unit: Chaos Terminator Squad (x2) (x2)
Melee Weapons: Accursed weapon (x4) (x4), Chainfist (x2) (x2), Paired accursed weapons (x3) (x3), Power
fist (x2) (x2)
Ranged Weapons: Combi-weapon (x7) (x14), Reaper autocannon (x2) (x2)
Chosen (10) Chaos icon
(250 pts) • 2x Chosen w/ boltgun
• 4x Chosen w/ combi-weapon and bolt pistol
• 2x Chosen w/ paired accursed weapons and bolt pistol
• 2x Chosen w/ power fist and plasma pistol
Rules: Dark Pacts, Pistol, Anti-, Rapid Fire, Devastating Wounds, Twin-linked, Hazardous
Unit: Chosen
Abilities: Chosen Marauders, Chaos icon
Melee Weapons: Accursed weapon (x4) (x8), Paired accursed weapons (x3) (x3), Power fist
Ranged Weapons: Bolt pistol (x10) (x30), Boltgun (x2) (x4), Combi-weapon (x7) (x7)
Ranged Weapons: Plasma pistol - standard (x4) (x4), Plasma pistol - supercharge (x4) (x4)
Psychic Some weapons and abilities can only be used by PSYKERS. Such weapons and abilities are tagged with the word 'Psychic'. If
a Psychic weapon or ability causes any unit to suffer one or more wounds, each of those wounds is considered to have been
inflicted by a Psychic Attack.
Dark Pacts If your Army Faction is HERETIC ASTARTES, each time a unit with this ability is selected to shoot or fight, it can make a Dark
Pact. If it does, it must first take a Leadership test before any effects of the Dark Pact are resolved; if that test is failed, that
unit suffers D3 mortal wounds. Then, select one of the following abilities for that unit’s weapons to gain until the end of the
phase:
% [LETHAL HITS]
% [SUSTAINED HITS 1]
Leader While a Bodyguard unit contains a Leader, it is known as an Attached unit and, with the exception of rules that are triggered
when units are destroyed (pg 12), it is treated as a single unit for all rules purposes. Each time an attack targets an Attached
unit, until the attacking unit has resolved all of its attacks, you must use the Toughness characteristic of the Bodyguard models
in that unit, even if a Leader in that unit has a different Toughness characteristic. Each time an attack successfully wounds an
Attached unit, that attack cannot be allocated to a Character model in that unit, even if that Character model has lost one or
more wounds or has already had attacks allocated to it this phase. As soon as the last Bodyguard model in an Attached unit
has been destroyed, any attacks made against that unit that have yet to be allocated can then be allocated to Character
models in that unit.
Each time the last model in a Bodyguard unit is destroyed, each CHARACTER unit that is part of that Attached unit becomes
a separate unit, with its original Starting Strength. If this happens as the result of an attack, they become separate units after
the attacking unit has resolved all of its attacks.
Each time the last model in a CHARACTER unit that is attached to a Bodyguard unit is destroyed and there is not another
CHARACTER unit attached, that Attached unit’s Bodyguard unit becomes a separate unit, with its original Starting Strength. If
this happens as the result of an attack, they become separate units after the attacking unit has resolved all of its attacks.
Each time a unit that is part of an Attached unit is destroyed, it does not have the keywords of any other units that make up
that Attached unit (unless it has those keywords on its own datasheet) for the purposes of any rules that would be triggered
when that unit is destroyed.
Devastating Wounds Weapons with [DEVASTATING WOUNDS] in their profile are known as Devastating Wounds weapons. Each time an attack is
made with such a weapon, if that attack scores a Critical Wound, no saving throw of any kind can be made against that attack
(including invulnerable saving throws). Such attacks are only allocated to models after all other attacks made by the attacking
unit have been allocated and resolved. After that attack is allocated and after any modifiers are applied, it inflicts a number of
mortal wounds on the target equal to the Damage characteristic of that attack, instead of inflicting damage normally.
Hazardous Weapons with [HAZARDOUS] in their profile are known as Hazardous weapons. Each time a unit is selected to shoot or fight,
after that unit has resolved all of its attacks, for each Hazardous weapon that targets were selected for when resolving those
attacks, that unit must take one Hazardous test. To do so, roll one D6: on a 1, that test is failed. For each failed test you must
resolve the following sequence (resolve each failed test one at a time):
% If possible, select one model in that unit that has lost one or more wounds and is equipped with one or more Hazardous
weapons.
% Otherwise, if possible, select one model in that unit (excluding CHARACTER models) equipped with one or more Hazardous
weapons.
% Otherwise, select one CHARACTER model in that unit equipped with one or more Hazardous weapons.
If a model was selected, that unit suffers 3 mortal wounds and when allocating those mortal wounds, they must be allocated to
the selected model.
If a unit from a player’s army is selected as the target of the Fire Overwatch Stratagem in their opponent’s Charge phase, any
mortal wounds inflicted by Hazardous tests are allocated after the charging unit has ended its Charge move.
Pistol Weapons with [PISTOL] in their profile are known as Pistols. If a unit contains any models equipped with Pistols, that unit is
eligible to shoot in its controlling player’s Shooting phase even while it is within Engagement Range of one or more enemy
units. When such a unit is selected to shoot, it can only resolve attacks using its Pistols and can only target one of the enemy
units it is within Engagement Range of. In such circumstances, a Pistol can target an enemy unit even if other friendly units
are within Engagement Range of the same enemy unit.
If a model is equipped with one or more Pistols, unless it is a MONSTER or VEHICLE model, it can either shoot with its Pistols
or with all of its other ranged weapons. Declare whether such a model will shoot with its Pistols or its other ranged weapons
before selecting targets.
Deep Strike During the Declare Battle Formations step, if every model in a unit has this ability, you can set it up in Reserves instead of
setting it up on the battlefield. If you do, in the Reinforcements step of one of your Movement phases you can set up this unit
anywhere on the battlefield that is more than 9" horizontally away from all enemy models.
If a unit with the Deep Strike ability arrives from Strategic Reserves, the controlling player can choose for that unit to be set up
either using the rules for Strategic Reserves or using the Deep Strike ability.
Stealth If every model in a unit has this ability, then each time a ranged attack is made against it, subtract 1 from that attack’s Hit roll.
Lone Operative Unless part of an Attached unit, this unit can only be selected as the target of a ranged attack if the attacking model is within
12".
Twin-linked Weapons with [TWIN-LINKED] in their profile are known as Twin-linked weapons. Each time an attack is made with such a
weapon, you can re-roll that attack’s Wound roll.
Precision Weapons with [PRECISION] in their profile are known as Precision weapons. Each time an attack made with such a weapon
successfully wounds an Attached unit, if a Character model in that unit is visible to the attacking model, the attacking model’s
player can choose to have that attack allocated to that Character model instead of following the normal attack sequence.
Anti- Weapons with [ANTI-KEYWORD X+] in their profile are known as Anti weapons. Each time an attack is made with such a
weapon against a target with the keyword after the word ‘Anti-’, an unmodified Wound roll of ‘x+’ scores a Critical Wound.
Rapid Fire Weapons with [RAPID FIRE X] in their profile are known as Rapid Fire weapons. Each time such a weapon targets a unit
within half that weapon’s range, the Attacks characteristic of that weapon is increased by the amount denoted by ‘x’.
Sustained Hits Weapons with [SUSTAINED HITS X] in their profile are known as Sustained Hits weapons. Each time an attack is made with
such a weapon, if a Critical Hit is rolled, that attack scores a number of additional hits on the target as denoted by ‘x’
Deadly Demise D6 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Blast Weapons with [BLAST] in their profile are known as Blast weapons, and they make a random number of attacks. Each time
you determine how many attacks are made with a Blast weapon, add 1 to the result for every five models that were in the
target unit when you selected it as the target (rounding down). Blast weapons can never be used to make attacks against a
unit that is within Engagement Range of one or more units from the attacking model’s army (including its own unit).
Deadly Demise 1 Some models have 'Deadly Demise x' listed in their abilities. When such a model is destroyed, roll one D6 before removing it
from play (if such a model is a TRANSPORT, roll before any embarked models disembark). On a 6, each unit within 6" of that
model suffers a number of mortal wounds denoted by 'x' (if this is a random number, roll separately for each unit within 6").
Abilities
Masters of Misdirection
In the Declare Battle Formations step, you can select a number of ^^Legionaries^^ and ^^Cultist Mob^^ units from your army; until the end of the battle, those
units, and any ^^Character^^ units attached to them (excluding ^^Epic Heroes^^), have the Infiltrator ability. The maximum number of units you can select in
this way depends on the battle size, as shown below.
Invulnerable Save[1]
Leader[1]
Once per battle, at the start of the Fight phase, this model can use this ability. If it does, until the end of the phase, improve the Strength, Attacks, Armour
Penetration and Damage characteristics of melee weapons equipped by this model by 1.
Lord of Chaos
Once per battle round, one unit from your army with this ability can use it when its unit is targeted with a Stratagem. If it does, reduce the CP cost of that use
of that Stratagem by 1CP.
Falsehood
In the Declare Battle Formations step, you can set up the bearer in Reserves instead of setting it up on the battlefield. If you do, in the Reinforcements step of
one of your Movement phases, you can select one model in a friendly LEGIONARIES or CHOSEN unit that has two or more models remaining and is on the
battlefield (excluding Attached units). The selected model is destroyed (ignoring any rules that are triggered when a model is destroyed) and the bearer is set
up as close as possible to where that model was destroyed and only within Engagement Range of any units if the destroyed model was in Engagement Range
of those units. The bearer now attaches to that unit as its Leader.
Leader[2]
Cruel Hunter
While this model is leading a unit, each time that unit Piles In or Consolidates, each model in that unit can move up to 6" instead of up to 3".
Shroud of Obfuscation
Leader[3]
You can attach this model to one of the above units even if one other CHARACTER model has already been attached to it (a unit cannot have two MASTERS
OF EXECUTIONS attached to it). If you do, and that Bodyguard unit is destroyed, the Leader units attached to it become separate units, with their original
Starting Strengths.
Warp-sighted Butcher
While this model is leading a unit, each time a model in that unit makes a melee attack that targets a unit that is below its Starting Strength, you can re-roll
the Hit roll. If that unit is Below Half-strength, you can re-roll the Wound roll as well.
Trophy Taker
Each time this model destroys an enemy CHARACTER model, you gain 1CP.
Soul Link
At the start of your Command phase, you can select one other HERETIC ASTARTES INFANTRY CHARACTER model from your army (excluding EPIC
HEROES). Until the start of your next Command phase, the bearer gains the PSYKER keyword, and replace the bearer's datasheet abilities with the
datasheet abilities of the CHARACTER you selected.
Leader[4]
Warptime (Psychic)
While this model is leading a unit, you can re-roll Advance and Charge rolls made for that unit.
At the start of your Shooting phase, one PSYKER with this ability can use it. If it does, select one enemy unit within 12" of and visible to that PSYKER and roll
one D6: on a 1, that PSYKER's unit suffers D3 mortal wounds; on a 2+, until the start of your next Movement phase, each time an attack targets that enemy
unit, improve the Armour Penetration characteristic of that attack by 1.
Chaos Familiar
Once per battle, when an attack is allocated to the bearer, you can change the Damage characteristic to 0.
At the end of your Command phase, if this unit is within range of an objective marker you control, that objective marker remains under your control, even if
you have no models within range of it, until your opponent controls it at the start or end of any turn.
Each time a model in this unit targets an enemy unit with a melee attack, re-roll a Wound roll of 1. If that enemy unit is within range of an objective marker, you
can re-roll the Wound roll instead.
Despoilers
Each time this unit makes a Dark Pact, until the end of the phase, each time a model in this unit makes an attack, you can re-roll the Hit roll.
Invulnerable Save[2]
Chosen Marauders
This unit is eligible to shoot and declare a charge in a turn in which it Advanced or Fell Back.
Chaos icon
Each time the bearer’s unit takes a Leadership test for the Dark Pacts ability, you can re-roll that test.
Assault Ramp
Each time a unit disembarks from this model after it has made a Normal move, that unit is still eligible to declare a charge this turn.
While this model has 1-5 wounds remaining, each time this model makes an attack, subtract 1 from the Hit roll.
While a friendly HERETIC ASTARTES unit is within 6" of this model, each time that unit makes a Dark Pact, until the end of the phase, its weapons gain
both abilities conferred by that pact (instead of only one).
Devoted to Destruction
If this model is equipped with 2 melee weapons in addition to its close combat weapon, add 2 to the Attacks characteristics of those 2 weapons.
Unit M T SV W LD OC
Chosen 6" 4 3+ 3 6+ 1
Devastating Wounds
Twin-linked
Psychic
Anti-VEHICLE 3+
Twin-linked
-
Ranged Weapons Range A BS S AP D
Pistol
Hazardous, Pistol
Pistol
Psychic
Pistol
Blast
Rapid Fire 2
Twin-linked
Transport
This model has a transport capacity of 12 HERETIC ASTARTES INFANTRY (excluding OBLITERATOR and JUMP PACK models). Each POSSESSED and
TERMINATOR model takes up the space of 2 models.