Dice Roll |
Infantry |
Monster and Vehicles |
Psyker |
Mounted |
Beast |
1 |
Fortune's Favoured - Models in this unit have a 6+ invulnerable save. While this unit has one or more Warp counters, models in this unit have a 5+ invulnerable save (excluding against Psychic Attacks). |
Warding Inscriptions - Models in this unit have the Feel No Pain 6+ ability against Psychic Attacks and mortal wounds. While this unit has one or more Warp counters, models in this unit have the Feel No Pain 5+ ability against Psychic Attacks and mortal wounds. |
Ritual of Shrouding - At the start of the Deploy Crusade Armies step, you can spend 1RP; if you do, until the end of the battle, each model in this unit has the Infiltrators ability. |
Tip of the Spear - This unit has the Scouts 6" ability. |
War Beasts - Add 1 to Advance and Charge rolls made for this unit. |
2 |
Warp-Hardened Veterans - Each time this unit is Marked for Greatness, it gains an additional 2XP. In addition, once per battle, in your Command phase, you can add or remove one Warp counter to/from this unit. |
Advanced Suspensors - Ranged Weapons equipped by models in this unit have the [assault] ability. |
Warp Focus - Add 1 to the Strength characteristic of Psychic weapons equipped by models in this unit. While this unit has one or more Warp counters, add 2 to the Strength characteristic of Psychic weapons equipped by models in this unit instead. |
Tip of the Spear |
War Beast |
3 |
Adaptive Camouflage - This unit has the Stealth ability and if this unit is in Strategic Reserves, it counts the battle round number as one higher than the current battle round number for the purpose of determining when and where it is set up. |
Extra Armour - Add 1 to the Toughness characteristic of models in this unit. |
Scrier's Gaze (Aura) - Enemy units that are set up on the battlefield from Reserves cannot be set up within 12" of this unit. |
Skilled Riders - Each time this unit makes a Normal, Advance or Charge move, its models can move through sections of terrain features more than 2" in height, but if any do so, just after this unit has moved, roll one D6: on a 1, this unit suffers D3 mortal wounds and is Battle-shocked; on 2-3 this unit is Battle-shocked. |
Leaping Frenzy - Each time this unit ends a Charge move, select one enemy unit within Engagement Range of it, then roll one D6 for each model in this unit that is within Engagement Range of that enemy unit, adding 1 to the result if this unit has 1 or more Warp counters: for each 5+, that enemy unit suffers 1 mortal wound. |
4 |
Stalwarts - Once per battle, in your Command phase, this unit can use this Battle Trait. When it does, if it is Battle-shocked, it is no longer Battle-shocked and, until the end of the turn, this unit is eligible to perform an Action in a turn in which it Fell Back and/or while within Engagement Range of one or more enemy units. |
Juggernaut - You can ignore any or all modifiers to this unit’s Move characteristic. In addition, each time this unit makes a Normal move, its models can move through sections of terrain features more than 2" in height, but if any do so, just after this unit has moved, roll one D6: on a 1-3 this unit is Battle-shocked. |
Warp Alacrity - You can re-roll Advance and Charge rolls for this unit. In addition, each time this unit is selected to Advance, you can remove one Warp counter from it. If you do, then until the end of the turn, this unit is not eligible to declare a charge (even if another rule would let it Advance and Charge in the same turn), but you do not make an Advance roll; instead, until the end of the phase, add 6" to the Move characteristic of models in this unit. |
Skilled Riders |
Leaping Frenzy |
5 |
Footsloggers - Add 1" to the Move characteristic of models in this unit. |
Endless Rage - This unit is eligible to shoot and declare a charge in a turn in which it Fell Back. |
Force Shield - Each time an attack targets this unit (excluding Psychic Attacks), if the Strength characteristic of that attack is greater than the Toughness characteristic of this unit, subtract 1 from the Wound roll. |
Reactive Deployment - After both players have deployed their armies, you can redeploy this unit. When doing so, you can set this unit up in Strategic Reserves, regardless of how many units are already in Strategic Reserves. |
Fearsome Preadtors (Aura) - While an enemy unit is within 6" of this unit, worsen the Leadership and Objective Control characteristics of models in that unit by 1 (to a minimum of 1). |
6 |
Warp Hunters - Each time a model in this unit makes an attack that targets the closest eligible target, you can re-roll a Wound roll of 1. If the target of that attack is an UNBOUND ADVERSARIES unit, and it is the closest eligible target, you can re-roll the Wound roll instead. |
Daemon Hunter - Each time this unit targets an UNBOUND ADVERSARIES unit, you can re-roll the Hit roll. In addition, at the Update Crusade Cards step, if this unit would gain XP from Dealers of Death, it gains 1 additional XP. |
Warp Terrors - Once per turn, at the start of your Command phase, Movement phase, Shooting phase, or Charge phase, or the Fight phase, you can select one enemy unit within 18" of this model. That unit must take a Battle-shock test, subtracting 1 from the test when it does so if it has one or more Warp counters. |
Reactive Redeployment |
Fearsome Preadtors |