6"
3+
3+
3
3
4
3
9
4+
Lord Castellan Creed's Voice of Command ability has a range of 12", and he may use this ability three times in each of your turns. Resolve the effects of the first order before issuing the second order, and so on.
If your army is Battle-forged, you receive an additional 2 Command Points if Lord Castellan Creed is your Warlord.
Regimental
6"
3+
3+
4
3
3
4
7
5+
Before deplyoment, you select one CATACHAN JUNGLE FIGHTERS unit from your army. Until the end of battle, each time a model in that unit makes an attack, re-roll a hit roll of 1.
This model can never be your WARLORD.
Each time this model would lose a wound, roll a D6: on a 5+ that wound is not lost.
36"
Assault 3
5
-2
2
-
Regimental
6"
2+
3+
6
4
5
6
9
3+
Each time this model makes a melee attack against an enemy Monster unit, you can re-roll the wound roll.
Each time this model issues an Order to a unit, until the start of your next Command phase, each time a model in that unit makes a melee attack, unless the target of that attack is a Vehicle unit, an unmodified hit roll of 6 automatically wounds the target. Not that this ability only affexts the original targe of that Order, and not any additional units that are affected by that Order using the Regimental tactics ability.
This model has a 4+ invulnerable save.
-
Melee
User
-3
2
-
12"
Assault 3
4
0
2
-
6"
3+
3+
3
3
4
3
7
4+
You may make one additional order with a single friendly CADIAN OFFICER within 6" of Colour Sergeant Kell in each of your turns.
Roll a D6 each time Lord Castellan Creed loses a wound whilst he is within 3" of Colour Sergeant Kell, on a 2+ Lord Castellan Creed does not lose a wound but Colour Sergeant Kell suffers a mortal wound.
All CADIAN units within 6" of Colour Sergeant Kell may re-roll failed Morale tests.
This model can transport 10 MILITARUM TEMPESTUS, OFFICIO PREFECTUS INFANTRY or MILITARUM AUXILLA models (it can only transport MILITARUM AUXILLA models that have been attached to a MILITARUM TEMPESTUS or OFFICIO PREFECTUS unit -- see Regimental Attaches and Bodyguards). Each OGRYN model takes up the space of 3 models.
*
6+
*
6
6
10
*
7
3+
If your army is Battle-forged, then for each Detachment in your army, you cannon include more TAUROX PRIME models in that Detachment than there are MILITARUM TEMPESTUS INFANTRY units in that Detachment.
6+
14"
3+
3
3-5
12"
4+
D3
1-2
10"
5+
1
48"
Heavy D6
7
-1
2
Blast.
24"
Heavy 12
4
-1
1
-
48"
Heavy 2D6
4
0
1
Blast.
48"
Heavy 2
8
-2
D6
-
24"
Rapid Fire 3
4
-2
1
-
*
6+
*
7
8
12
*
8
2+
Knight Commander Pask may use the Tank Orders ability twice in each of your turns. Resolve the effects of the first order before issuing the second.
7-12+
10"
2+
3
4-6
7"
3+
D3
1-3
4"
4+
1
Each unmodified hit roll of 6 made for Gotfret de Montbard's attacks in the Fight phase scores 2 hits instead of 1.
Gotfret de Montbard can be included in an ASTRA MILITARUM Detachment without preventing other units in the Detachment from gaining a Regimental Doctrine. Note, however, that Gotfret de Montbard can never benefit from a Regimental Doctrine.
Gotfret de Montbard can attempt to deny one psychic power in each enemy Psychic phase in the same manner as a PSYKER. However, instead of rolling 2D6, only roll a single D6; the psychic power is resisted if the roll is greater than the result of the Psychic test that manifested the power.
You can re-roll failed hit rolls for Gotfret de Montbard in a turn in which he charged, made a Heroic Intervention, or was charged by an enemy unit.
6"
3+
4+
3
3
4
4
7
4+
If your army includes any models with this ability, you will start the battle with 3 Faith Points, plus 1 additional Faith Point for every 10 models with this ability in your army (rounding down). These can be spent to attempt the Acts of Faith listed below. Each can only be attempted once per battle round, and you must spend one Faith Point each time you do so (if you have no Faith Points remaining, you cannot attempt an Act of Faith). To attempt an Act of Faith, select a unit in your army that has the Acts of Faith ability and then choose the Act of Faith you wish to attempt. Then make a Test of Faith for the unit by rolling a D6; if the result is less than that Act of Faith’s devotion value, or is an unmodified roll of 1, the test fails and nothing happens. Otherwise the test is successful and the Act of Faith takes effect.
Hand of the Emperor
Devotion value 4
Use this Act of Faith at the start of your Movement phase. If successful, add 3" to the selected unit’s Move characteristic until the end of that phase.
Spirit of the Martyr
Devotion value 3
Use this Act of Faith at the start of your Movement phase. If successful, one model in the selected unit regains D3 lost wounds, or, if there are no wounded models and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining (this model is set up in unit coherency and cannot be set up within 1" of any enemy models – if it is not possible to place this model, it is not returned to the unit).
Aegis of the Emperor
Devotion value 3
Use this Act of Faith at the start of your opponent’s Psychic phase. If successful, then until the end of that phase, roll a D6 each time the selected unit suffers a mortal wound. On a 4+ that mortal wound is ignored.
Divine Guidance
Devotion value 4
Use this Act of Faith at the start of your Shooting phase. If successful, add 1 to hit rolls for attacks made with this unit’s ranged weapons until the end of the phase.
The Passion
Devotion value 5
Use this Act of Faith at the start of your Fight phase. If successful, the selected unit can be chosen to Fight with twice in that phase, instead of only once.
Light of the Emperor
Devotion value 3
Use this Act of Faith at the start of the Morale phase. If successful, the selected unit automatically passes Morale tests that phase.
Sly Marbo can never be your Warlord.
During deployment, you can set up Sly Marbo in ambush instead of placing him on the battlefield. If you do so, then in the Reinforcement tep of one of your Movement phases, you can set up this unit anywhere on the battlefield more than 9" away from any enemy models.Until the end of that turn, you can re-roll charge rolls made for this model.
Once per battle, at the end of the Fight phase, you can remove this unit from the battle field. if you do so, in the Reinforments step of your next Movement phase, set this model back up anywhere on the battlefield that is more than 9" away from any enemy models. If the battle ends and this model is not on the battlefield, it is destryoed.
6"
2+
2+
3
3
5
5
7
5+
12"
Pistol 3
5
-2
2
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts a mortal wound in addition to any normal damage.
Melee
Melee
+2
-2
1
Each time an attack made with this weapon is allocated to a non-vehicle model, that attack has a Damage characteristic of 2.
8"
4+
4+
3
5
3
2
7
4+
Melee
Melee
+2
-2
D3
-
8"
4+
4+
3
5
3
1
6
4+
Melee
Melee
+2
-2
D3
-
Melee
Melee
+2
0
1
Each time the bearer fights, it makes 3 additional attacks with this weapon and no more than 3 attacks can be made with this weapon.