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ARMY RULES

Faction Rules

Faction-wide systems, spell lists, Chapter rules and army identities.

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Thousand Sons

Faction Rules
01

Sorcerous Restoration

When a friendly Thousand Sons Sorcerer causes a friendly unit to restore HP, that healing can return destroyed models. As HP is restored, return destroyed models when the unit has enough HP to support them normally.
02

Channel the Warp

When a Thousand Sons rule calls for Channel the Warp, roll 2d12 against the Psyker’s own DC increased by that ability’s listed Channel requirement. You may add 1d6 to the roll. If that d6 rolls a natural 1, the Psyker suffers 1 Direct Damage regardless of whether the Channel succeeds.
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Thousand Sons Psychic Powers

Doombolt — Difficulty 8 · Range 18″ Choose one enemy unit. On a successful cast, it suffers 2d8 Psychic Damage. Weaver of Fates — Difficulty 8 · Range 12″ Choose one friendly unit. It gains +1 DC until the Sorcerer’s next activation. A unit cannot benefit from more than one Weaver of Fates. Temporal Surge — Difficulty 9 · Range 12″ Choose one friendly unit. It immediately moves up to half its Move, even if it has already moved this Battle Round. This movement cannot enter Engagement Range. Twist of Fate — Difficulty 9 · Range 12″ Choose one enemy unit. It suffers −1 DC until the Sorcerer’s next activation. A unit cannot be affected by more than one Twist of Fate.
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Aeldari

Faction Rules
03

Aeldari Psyker

Using an Aeldari Psyker ability replaces the caster’s Attack Action and costs the listed AP. Non-damaging abilities resolve without a test. If an ability damages or negatively affects an enemy, make a Skill Roll against that target’s DC unless the ability states otherwise. Aeldari Psykers cannot Channel the Warp. Each Psyker ability may only be used once per army per Battle Round unless a rule explicitly states otherwise.
04

Guide

1 AP · Range 18" Choose one friendly Aeldari unit. That unit’s next attack before this Psyker’s next activation has Advantage.
05

Fortune

2 AP · Range 12" Choose one friendly Aeldari unit. Until this Psyker’s next activation: Increase that unit’s DC by 1. Increase its Minor Threshold by 2. Increase its Major Threshold by 2. Fortune cannot stack with itself.
06

Doom

3 AP · Range 18" Choose one visible enemy unit and make a Skill Roll against its DC. On a success, until this Psyker’s next activation: Friendly Aeldari attacks against that unit have Advantage. Those attacks gain Overwhelm. When a friendly Aeldari attack against that unit scores a Critical Hit, double its normal Damage Dice first, then add one additional matching Damage Die. Doom cannot stack with itself.
07

Eldritch Storm

4 AP · Range 24" Choose one visible enemy unit and make a Skill Roll against its DC. On a success, that unit suffers 4d10 Psychic Damage. Every enemy unit within 6" of the target must make a Battle Shock test. Any unit that fails becomes Dazed in addition to becoming Battle Shocked.
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T’au

Faction Rules
08

For the Greater Good

When a friendly T’au unit activates, it may nominate another friendly T’au unit within 18" as its Observer. The Observer must not have activated this Battle Round and must have Line of Sight to an enemy unit within 36". Choose one such enemy unit; it becomes Spotted. While that enemy remains Spotted, every allied T’au unit within 18" of the Observer is Guided against it. Guided ranged attacks against the Spotted enemy have Advantage, ignore Light Cover, and ignore Disadvantage from Stealth. The Observer does not gain Guided from its own Spotting. When the Observer later activates, it must perform an Observe Action by sacrificing either its unused movement or unused Attack Action. An Observer can only Observe once per Battle Round and can maintain only one Spotted enemy at a time.
09

Observer

An Observer is the friendly T’au unit maintaining targeting data for For the Greater Good. It must not have activated when nominated. When it later activates, it must perform its Observe Action. If the Observer loses Line of Sight to the Spotted enemy, or if the Observer is destroyed, that enemy immediately stops being Spotted and all Guided benefits provided by that Observer end.
10

Guided

A friendly T’au unit within 18" of an Observer is Guided against that Observer’s Spotted enemy. Its ranged attacks against that enemy have Advantage, ignore Light Cover, and ignore Disadvantage from Stealth. The Observer itself cannot benefit from its own Spotting.
11

Spotted

A Spotted enemy has been identified by an Observer. It remains Spotted only while the Observer maintains the required Line of Sight. If that Line of Sight is broken or the Observer is destroyed, the Spotted condition immediately ends. Spotted does not allow attacks to ignore normal Line of Sight or targeting restrictions unless a rule explicitly says otherwise.
12

T’au Fire Discipline

When a T’au model makes an Attack Action, it may make one additional ranged attack with one ranged weapon it has already used during that Attack Action. A weapon cannot be fired this way if one of its Weapon Features or another rule says it may only be used once.
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Adeptus Astartes

Faction Rules
14

Combat Doctrines

At the start of each Battle Round, choose one Combat Doctrine for your Adeptus Astartes army. The same Doctrine cannot be selected in consecutive Battle Rounds. Each Chapter also has a fourth Chapter-exclusive Doctrine.
15

Devastator Doctrine

The first ranged attack each friendly Adeptus Astartes unit makes during its activation gains Advantage if that unit has not moved during that activation.
16

Tactical Doctrine

Once during each friendly Adeptus Astartes unit’s activation, that unit may ignore one source of Disadvantage on an attack.
17

Assault Doctrine

The first melee attack each friendly Adeptus Astartes unit makes during its activation gains Advantage.
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Ultramarines

Chapter Rules
18

Codex Discipline

Chapter Tactic

While Tactical Doctrine is active, after a friendly Ultramarines unit resolves its first attack during its activation, if it is not in Engagement Range, it may move 2". This movement cannot end in Engagement Range.
19

Theoretical / Practical

Chapter Doctrine

When a friendly Ultramarines unit activates, choose Devastator, Tactical or Assault Doctrine for that unit. Until the end of its activation, it is treated as though that Doctrine were active instead of Theoretical / Practical. A unit can only benefit from one Doctrine during the activation. If Tactical Doctrine is chosen, Codex Discipline also applies.
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Blood Angels

Chapter Rules
20

Red Thirst

Chapter Tactic

While Assault Doctrine is active, after the first successful melee attack made by each friendly Blood Angels unit during its activation, you may reroll one Damage Die from that attack.
21

The Flaw Unleashed

Chapter Doctrine

After a friendly Blood Angels unit’s first successful melee attack deals Damage during its activation, increase the Damage Dice of that unit’s next melee attack during that activation by 1.
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Dark Angels

Chapter Rules
22

Grim Resolve

Chapter Tactic

While Devastator Doctrine is active, friendly Dark Angels units that have not moved during their activation gain +1 DC. This bonus ends as soon as that unit moves.
23

The Unforgiven Hunt

Chapter Doctrine

When this Doctrine is selected, nominate one enemy unit as Hunted. Friendly Dark Angels attacks against the Hunted unit ignore Light Cover and Stealth. If the Hunted unit is destroyed during this Battle Round, gain +1 AP.
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Space Wolves

Chapter Rules
24

Hunters Unleashed

Chapter Tactic

While Assault Doctrine is active, the first successful melee attack each friendly Space Wolves unit makes against an enemy that has already lost Health this Battle Round or is Battle Shocked increases that attack’s Damage Dice by 1.
25

Saga of the Worthy Prey

Chapter Doctrine

When this Doctrine is selected, nominate one visible enemy unit as Prey. Friendly Space Wolves units gain +2" Move while moving closer to the Prey. The first successful attack each friendly Space Wolves unit makes against the Prey during its activation increases that attack’s Damage Dice by 1.
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Imperial Fists

Chapter Rules
26

Siege Masters

Chapter Tactic

While Devastator Doctrine is active, the first ranged attack each friendly Imperial Fists unit makes during its activation gains Overwhelm. If that attack already has Overwhelm, then on a successful attack increase its Damage Dice by 1.
27

The Last Wall

Chapter Doctrine

While The Last Wall is active, friendly Imperial Fists units controlling an Objective or that have not moved during their activation gain +1 DC and cannot be forcibly moved by enemy abilities or effects. These benefits end as soon as the unit no longer meets either condition.
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White Scars

Chapter Rules
28

Lightning Assault

Chapter Tactic

While Assault Doctrine is active, after a friendly White Scars unit resolves its first melee attack during its activation, it may move up to 3". This movement cannot end in Engagement Range with a different enemy unit.
29

Chogorian Storm

Chapter Doctrine

Once during each friendly White Scars unit’s activation, it may move up to 3" either immediately before or immediately after it attacks. This movement cannot enter Engagement Range.
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Raven Guard

Chapter Rules
30

Shadow Masters

Chapter Tactic

While Tactical Doctrine is active, friendly Raven Guard units more than 12" from the attacking model are treated as having Stealth.
31

Decapitation Strike

Chapter Doctrine

When this Doctrine is selected, choose one visible enemy unit as Marked. If the enemy Commander is visible, it must be chosen. Otherwise, if an enemy Character or Specialist is visible, choose one of those. Otherwise choose any visible enemy unit. The first attack each friendly Raven Guard unit makes against the Marked unit during its activation gains Advantage and Precision and ignores Stealth.
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Salamanders

Chapter Rules
32

Forged in Battle

Chapter Tactic

While Tactical Doctrine is active, the first successful attack each friendly Salamanders unit makes against an enemy within 12" increases that attack’s Damage Dice by 1.
33

Promethean Creed

Chapter Doctrine

While this Doctrine is active, the first time each friendly unit within 6" of a friendly Salamanders unit would lose Health from an enemy attack, reduce the Health lost by 1. Each unit can benefit from Promethean Creed once per Battle Round. Salamanders units may benefit from their own Promethean Creed.
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Iron Hands

Chapter Rules
34

The Flesh Is Weak

Chapter Tactic

While Devastator Doctrine is active, the first time each friendly Iron Hands Vehicle loses Health from an enemy attack during a Battle Round, reduce the Health lost by 1.
35

Machine Ascendant

Chapter Doctrine

While this Doctrine is active, friendly Iron Hands Vehicles may move up to half their Move and still count as stationary for rules and weapon effects. Once during each Vehicle’s activation, it may ignore one source of Disadvantage on a ranged attack.
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Black Templars

Chapter Rules
36

Righteous Zeal

Chapter Tactic

While Assault Doctrine is active, when a friendly Black Templars unit loses Health from an enemy attack while it is not in Engagement Range, it may move up to 2" towards the attacking unit. A unit can use Righteous Zeal once per Battle Round.
37

Oaths of the Crusade

Chapter Doctrine

When this Doctrine is selected, choose one Vow for the Battle Round.



Accept Any Challenge — the first successful melee attack each friendly Black Templars unit makes during its activation increases that attack’s Damage Dice by 1.



Uphold the Honour — friendly Black Templars units controlling an Objective gain +1 DC and cannot be Battle Shocked.



Abhor the Witch — the first attack each friendly Black Templars unit makes against a Psyker during its activation gains Advantage. When a friendly Black Templars unit suffers Psychic Damage, reduce each Psychic Damage Die size by one step; d4 remains d4.
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Grey Knights

Chapter Rules
38

The Aegis

Chapter Tactic

While Tactical Doctrine is active, the first time each friendly Grey Knights unit suffers Psychic Damage during a Battle Round, reduce every Damage Die in that Damage roll by one size step: d12 → d10 → d8 → d6 → d4. A d4 remains a d4.
39

Teleport Assault

Chapter Doctrine

Immediately after this Doctrine is selected, choose up to two friendly Grey Knights units that are not Centrepieces and are not in Engagement Range. Remove those units from the battlefield and redeploy them using the normal Deep Strike rules. Those units count as having moved. Each unit can be chosen for Teleport Assault once per battle.
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Deathwatch

Chapter Rules
40

Mission Tactics

Chapter Tactic

While Tactical Doctrine is active, the first attack each friendly Deathwatch unit makes during its activation may choose one of the following: the attack gains Overwhelm; or the attack ignores Stealth.
41

Kill Team Specialisms

Chapter Doctrine

When this Doctrine is selected, choose one Kill Team Specialism for the Battle Round.



Furor — against Infantry, the first successful attack each friendly Deathwatch unit makes during its activation increases that attack’s Damage Dice by 1.



Malleus — the first attack each friendly Deathwatch unit makes against a Vehicle, Monster or Centrepiece during its activation gains Advantage; if successful, increase that attack’s Damage Dice by 1.



Dominatus — the first attack each friendly Deathwatch unit makes against a Character or Specialist during its activation gains Advantage and Precision.
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Sylvaneth

Faction Rules
SY1

The Creeping Overgrowth

The creeping overgrowth is measured from each terrain feature that has a friendly Overgrown token. With 0–2 friendly Overgrown tokens, its range is 6" from each such terrain feature; with 3–5, the range is 9"; with 6–8, the range is 12"; with 9 or more, the entire battlefield is within Creeping Overgrowth.
SY2

Endless Growth

Once per Battle Round, at the end of the Battle Round, choose each friendly Sylvaneth unit wholly within Creeping Overgrowth. For each chosen unit, restore 1d4 HP. This healing can return destroyed models: as HP is restored, return models when the unit has enough HP to support them normally.
SY3

Reclaimed By Nature

Once per Battle Round, at the end of a friendly Sylvaneth unit’s activation, choose one terrain feature within 3" of that unit that is not controlled by your opponent and does not already have a friendly Overgrown token. Place a friendly Overgrown token on that terrain feature.
SY4

Creeping Dread

Once per Battle Round, at the start of an enemy unit’s activation, choose one enemy unit within Creeping Overgrowth. If that unit is not within 12" of a friendly Character or Specialist, the first ability it uses during that activation that costs AP costs 1 additional AP. This cannot increase an ability by more than 1 AP.
SY5

Fury of the Forest

Once per Battle Round, after an enemy unit enters Engagement Range of a friendly Sylvaneth unit wholly within Creeping Overgrowth, if that Sylvaneth unit is engaged with only that enemy, the Sylvaneth unit may immediately make one melee attack against it before the enemy continues its activation.
SY6

The Land Awakens

2 AP · Once Per Battle. Choose one destroyed friendly non-Character, non-Specialist Revenant Infantry unit or Dryads unit. Return it to the battlefield wholly within Creeping Overgrowth, more than 6" from all enemy units, with half its starting models (rounding up) and half its starting HP (rounding up).
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Sylvaneth Spell Lore

Grasping Roots — Difficulty 14 · Range 18″
Choose one visible enemy unit. Until the start of this caster’s next activation, that unit cannot Advance and reduce the maximum distance it can move when using Charge by 2".

Jade Thorns — Difficulty 15 · Range 12″
Choose one visible friendly Sylvaneth unit. Until the end of the Battle Round, add one matching Damage Die to that unit’s melee attacks, including Extra Attack weapons.

Zephyrspite Rush — Difficulty 15 · Range 12″
Choose one visible friendly Sylvaneth unit. Until the end of its next activation, if that unit has Charge, it may use Charge even if it used Advance during the same activation.