1200 Siostry - New Recruit
1200 Siostry - New Recruit
1200 Siostry - New Recruit
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85 PTS DAEMONIFUGE
Models Options
1x Ephrael Stern Bolt Pistol, Sanctity
1x Kyganil of the Bloody Tears The Outcast's Blades
Unit M T SV W LD OC
Ephrael Stern 8" 3 3+ 5 7+ 1
Kyganil of the Bloody Tears 8" 3 6+ 3 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Sanctity Melee 4 2+ 6 -2 2 Anti-Chaos 2+, Precision
The Outcast's Blades Melee 6 2+ 4 -2 1 Precision
Abilities Description
At the start of your Shooting phase, select one enemy unit within 12" of and visible to this unit's
Holy
Ephrael Stern model. That unit must take a Battle-shock test, subtracting 2 from the result if it is a
Judgement
Chaos unit. If the test is failed, that enemy unit suffers 3 mortal wounds.
Mysterious You can target this unit with the Heroic Intervention Stratagem for 0CP, and can do so even if you
Savious have already targeted a different unit with that Stratagem this phase.
Abilities Description
Invulnerable Save Models in this units have an Invulnerable save of 4+
Rules Acts of Faith, Fights First, Lone Operative, Deep Strike, Pistol
Categories Character, Daemonifuge, Epic Hero, Faction: Adepta Sororitas, Grenades, Imperium, Infantry
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160 PTS SAINT CELESTINE
Models Options
1x Saint Celestine The Ardent Blade
2x Geminae Superia Bolt Pistol, Power Weapon
Unit M T SV W LD OC
Saint Celestine 12" 3 2+ 5 6+ 1
Geminae Superia 12" 3 2 2 7+ 1
Ranged Weapons Range A BS S AP D Keywords
The Ardent Blade 12" D6 N/A 6 -2 1 Ignores Cover, Torrent
Bolt Pistol (x2) 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
The Ardent Blade Melee 5 2+ 6 -3 2 Devastating Wounds
Power Weapon (x2) Melee 4 3+ 4 -2 1 -
Abilities Description
While this unit contains a Celestine model, in your Command phase, if this unit is below its
Healing Tears Starting Strength, either one destroyed Geminae Superia model or up to D3 other Bodyguard
models are returned to this unit.
While this unit contains one or more Geminae Superia models, Celestine has the Feel No Pain 4+
Lifewards
ability.
The first time this unit’s Celestine model is destroyed, roll one D6 at the end of the phase. On a
Miraculous
2+, set that Celestine model back up on the battlefield, as close as possible to where it was
Intervention
destroyed and not within Engagement Range of any enemy units, with its full wounds remaining.
Invulnerable
Models in this units have a 4+ invulnerable save.
Save
Abilities Description
This unit can be attached to the following units:
Leader ■ Seraphim Squad
■ Zephyrim Squad
Rules Acts of Faith, Deep Strike, Leader, Torrent, Ignores Cover, Devastating Wounds, Pistol
Categories Character, Epic Hero, Faction: Adepta Sororitas, Fly, Grenades, Imperium, Infantry, Jump Pack,
Saint Celestine, Warlord
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70 PTS CANONESS
Models Options
1x Canoness Mantle of Ophelia, Blessed blade, Condemnor boltgun
Unit M T SV W LD OC
Canoness 6" 3 3+ 4 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Condemnor boltgun 24" 1 2+ 4 0 1 Anti-Psyker 2+, Devastating Wounds, Precision, Rapid Fire 1
Melee Weapons Range A WS S AP D Keywords
Blessed blade Melee 4 2+ 6 -2 2 Lethal Hits
Abilities Description
The Emperor's Once per battle, at the start of any phase, this model can use this ability. If it does, until the end
Grace of the phase, this model has a 2+ invulnerable save.
Once per battle round, one unit from your army with this ability can be targeted with a Strategem
Sacred
for 0CP, even if another unit from your army has already been targeted with that Strategem this
Command
phase.
Mantle of CANONESS or PALATINE model only. Each time an attack is allocated to the bearer, change the
Ophelia Damage characteristic of that attack to 1.
Abilities Description
This unit can be attached to the following units:
Battle Sisters Squad
Celestian Sacresants
Leader
Dominion Squad
Retributor Squad
Sisters Novitiate Squad
Abilities Description
Invulnerable Save This model has an invulnerable save of 4+
Rules Acts of Faith, Leader, Anti-, Devastating Wounds, Precision, Rapid Fire, Lethal Hits
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50 PTS HOSPITALLER
Models Options
1x Hospitaller Bolt Pistol, Chirugeon's tools
Unit M T SV W LD OC
Hospitaller 6" 3 3+ 3 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Chirugeon's tools Melee 3 4+ 3 0 1 -
Abilities Description
Medicus
Ministorum
While this model is leading a unit, models in that unit have the Feel No Pain 5+ ability.
While this model is leading a unit, in your Command phase, you can return up to 1 destroyed
Sacred
model (excluding Character models) to that unit. If you wish, you first discard 1 Miracle dice; if you
Healing
do, you can return up to D3+1 destroyed models (excluding Character models) to that unit instead.
Abilities Description
Invulnerable Save This model has an invulnerable save of 6+
Abilities Description
This model can be attached to the following units:
■ Battle Sisters Squad
■ Celestian Sacresants
■ Dominion Squad
Leader ■ Retributor Squad
■ Sisters Novitiate Squad
This model can be attached to a Battle Sisters Squad, even if one Canoness, Palatine, Junith Eruita, or
Aestred Thurga unit has already been 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.
Rules Acts of Faith, Leader, Pistol
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115 PTS BATTLE SISTERS SQUAD
Models Options
1x Sister Superior Bolt Pistol, Close combat weapon, Chainsword, Condemnor boltgun
6x Battle Sister Bolt Pistol, Boltgun, Close combat weapon
1x Battle Sister w/ Simulacrum Imperialus Bolt Pistol, Boltgun, Close combat weapon, Simulacrum Imperialis
1x Battle Sister w/ Special or Heavy Weapon Bolt Pistol, Close combat weapon, Multi-melta
1x Battle Sister w/ Special Weapon Bolt Pistol, Close combat weapon, Meltagun
Unit M T SV W LD OC
Battle Sister (x10) 6" 3 3+ 1 7+ 2
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x10) 12" 1 3+ 4 0 1 Pistol
Condemnor boltgun 24" 1 3+ 4 0 1 Anti-Psyker 2+, Devastating Wounds, Precision, Rapid Fire 1
Boltgun (x7) 24" 1 3+ 4 0 1 Rapid Fire 1
Multi-melta 18" 2 4+ 9 -4 D6 Heavy, Melta 2
Meltagun 12" 1 3+ 9 -4 D6 Melta 2
Melee Weapons Range A WS S AP D Keywords
Close combat weapon (x10) Melee 1 4+ 3 0 1 -
Chainsword Melee 3 4+ 3 0 1 -
Abilities Description
At the end of your Command phase, if this unit is within range of an objective marker you
Defenders of
control, that objective markers remains under your control, even if you have no models within
the Faith
range of it, until you opponent controls it at the star or end of any turn.
Cherub Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice.
At the end of your Command phase, for each objective marker you control that has one or more
Simulacrum
units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle
Imperialis
dice showing a value equal to that result.
Abilities Description
Invulnerable Save This model has an invulnerable save of 6+
Rules Pistol, Anti-, Devastating Wounds, Precision, Rapid Fire, Heavy, Melta
Categories Battle Sisters Squad, Battleline, Faction: Adepta Sororitas, Grenades, Imperium, Infantry
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45 PTS ARCO-FLAGELLANTS
Models Options
3x Arco-Flagellant Arco-flails
Unit M T SV W LD OC
Arco-Flagellants 7" 3 7+ 2 8+ 1
Melee Weapons Range A WS S AP D Keywords
Arco-flails (x3) Melee 4 4+ 5 0 1 Sustained Hits 1
Abilities Description
Each time this unit is selected to fight, you can choose to invoke its extremis trigger word. If you
Extremis
do, then until the end of the phase, arco-flails equipped by models in this unit have an Attacks
Trigger Word
characteristic of 6 and the HAZARDOUS ability.
Abilities Description
Invulnerable Save This model has an invulnerable save of 6+
Rules Acts of Faith, Feel No Pain 5+, Sustained Hits
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115 PTS DOMINION SQUAD
Models Options
1x Dominion Superior Bolt Pistol, Close combat weapon, Power weapon, Combi-weapon
4x Dominion Bolt Pistol, Boltgun, Close combat weapon
1x Dominion w/ Simulacrum Imperialis Bolt Pistol, Boltgun, Close combat weapon, Simulacrum Imperialis
4x Dominion w/ Special Weapon Bolt Pistol, Close combat weapon, Meltagun
Unit M T SV W LD OC
Dominion Superior 6" 3 3+ 1 7+ 1
Dominion (x9) 6" 3 3+ 1 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x10) 12" 1 3+ 4 0 1 Pistol
Combi-weapon 24" 1 4+ 4 0 1 Anti-Infantry 4+, Devastating Wounds, Rapid Fire 1
Boltgun (x5) 24" 1 3+ 4 0 1 Rapid Fire 1, Assault
Meltagun (x4) 12" 1 3+ 9 -4 D6 Melta 2, Assault
Melee Weapons Range A WS S AP D Keywords
Close combat weapon (x10) Melee 1 4+ 3 0 1 -
Power weapon Melee 2 4+ 4 -2 1 -
Abilities Description
If this unit has a Leader unit attached to it during the Declare Battle Formations step and this
Holy Vanguard
unit starts the battle embarked within a Transport, that Leader unit gains the Scouts 6" ability.
Once per turn, when an enemy unit ends a Normal, Advance, or Fall Back move within 9" of this
Righteous
unit, if this unit is not within Engagement Range of one or more enemy units, it can make a
Awareness
Normal move of up to D6".
Cherub Once per battle, after this unit has performed an Act of Faith, you gain 1 Miracle dice.
At the end of your Command phase, for each objective marker you control that has one or more
Simulacrum
units from your army with this ability within range of it, roll one D6: on a 4+, you gain 1 Miracle
Imperialis
dice showing a value equal to that result.
Abilities Description
Invulnerable Save Models in this unit have an Invulnerable save of 6+.
Rules Acts of Faith, Scouts 6", Pistol, Anti-, Rapid Fire, Devastating Wounds, Assault, Melta
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90 PTS REPENTIA SQUAD
Models Options
4x Sister Repentia Penitent Eviscerator
1x Repentia Superior Bolt Pistol, Neural Whips
Unit M T SV W LD OC
Sister Repentia 7" 3 7+ 1 8+ 1
Repentia Superior 7" 3 3+ 1 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol 12" 1 3+ 4 0 1 Pistol
Melee Weapons Range A WS S AP D Keywords
Penitent Eviscerator (x4) Melee 2 4+ 6 -2 2 Sustained Hits 1
Neural Whips Melee 4 3+ 3 -1 1 Anti-Infantry 4+
Abilities Description
Overseer of While this unit contains a Repentia Superior model, each time a Sisters Repentia model in this
Redemption unit makes a melee attack, you can re-roll the Hit roll and you can re-roll the Wound roll.
Abilities Description
Invulnerable Save This model has an invulnerable save of 6+
Rules Acts of Faith, Feel No Pain 5+, Sustained Hits, Anti-, Pistol
Categories Faction: Adepta Sororitas, Grenades, Imperium, Infantry, Penitent, Repentia Squad
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85 PTS SERAPHIM SQUAD
Models Options
1x Seraphim Superior Close combat weapon, 2 Bolt Pistols (2x Bolt Pistol)
2x Seraphim 2 Bolt Pistols (2x Bolt Pistol), Close combat weapon
2x Seraphim with Special Weapons Close combat weapon, 2x Inferno Pistols (2x Inferno Pistol)
Unit M T SV W LD OC
Seraphim (x5) 12" 3 3+ 1 7+ 1
Ranged Weapons Range A BS S AP D Keywords
Bolt Pistol (x6) 12" 1 3+ 4 0 1 Pistol
Inferno Pistol (x4) 6" 1 3+ 8 -4 D3 Melta 2, Pistol
Melee Weapons Range A WS S AP D Keywords
Close combat weapon (x5) Melee 2 3+ 3 0 1 -
Abilities Description
In your Shooting phase, after this unit has shot, if it is not within Engagement Range of any enemy
Angelic
units, it can make a Normal move of up to 6". If it does, until the end of the turn, this unit is not
Ascent
eligible to declare a charge.
Abilities Description
Invulnerable Save Models in this units have an Invulnerable save of 5+.
Rules Acts of Faith, Deep Strike, Pistol, Melta
Categories Faction: Adepta Sororitas, Fly, Grenades, Imperium, Infantry, Jump Pack, Seraphim Squad
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75 PTS PENITENT ENGINES
Models Options
1x Penitent Engine Penitent Flamers, Penitent Buzz-Blade and Penitent Flail
Unit M T SV W LD OC
Penitent Engine 8" 6 4+ 5 7+ 2
Ranged Weapons Range A BS S AP D Keywords
Penitent Flamers 12" 2D6 N/A 5 0 1 Assault, Ignores Cover, Torrent, Twin-Linked
Melee Weapons Range A WS S AP D Keywords
Penitent Buzz-Blade Melee 4 4+ 10 -3 2 Sustained Hits 1
Penitent Flail Melee 8 4+ 5 -1 1 Sustained Hits 1
Abilities Description
Endless Suffering This unit is eligible to declare a charge in a turn in which it Advanced
Abilities Description
Invulnerable Save This model has an invulnerable save of 6+
Rules Acts of Faith, Deadly Demise 1, Feel No Pain 5+, Assault, Ignores Cover, Torrent, Twin-linked, Sustained Hits
Categories Faction: Adepta Sororitas, Imperium, Penitent, Penitent Engines, Vehicle, Walker
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75 PTS SORORITAS RHINO x2
Models Options
1x Sororitas Rhino Armoured tracks, Hunter-Killer Missile, Storm bolter
Unit M T SV W LD OC
Sororitas Rhino 12" 9 3+ 10 7+ 2
Ranged Weapons Range A BS S AP D Keywords
Hunter-killer missile 48" 1 2+ 14 -3 D6 One Shot
Storm bolter 24" 2 3+ 4 0 1 Rapid Fire 2
Melee Weapons Range A WS S AP D Keywords
Armoured tracks Melee 3 4+ 6 0 1 -
Abilities Description
This model has a transport capacity of 12 ADEPTA SORORITAS INFANTRY models. It cannot
Transport
transport JUMP PACK models or the TRIUMPH OF SAINT KATHERINE.
Invulnerable
This model has an invulnerable save of 6+
Save
Self Repair At the start of your Command phase, this model regains 1 lost wound.
Rules Acts of Faith, Firing Deck 2, Deadly Demise D3, One Shot, Rapid Fire
Categories Dedicated Transport, Faction: Adepta Sororitas, Imperium, Smoke, Sororitas Rhino, Transport, Vehicle
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150 PTS VINDICARE ASSASSIN
Models Options
1x Vindicare Assassin Exitus pistol, Exitus rifle, Vindicare combat knife
Unit M T SV W LD OC
Vindicare Assassin 7" 4 6+ 4 6+ 1
Ranged Weapons Range A BS S AP D Keywords
Exitus rifle 48" 1 2+ 8 -3 D3+3 Devastating Wounds, Heavy, Ignores Cover, Precision
Exitus pistol 12" 3 2+ 6 -2 3 Devastating Wounds, Ignores Cover, Pistol, Precision
Melee Weapons Range A WS S AP D Keywords
Vindicare combat knife Melee 4 2+ 4 -1 1 -
Abilities Description
Invulnerable
This model has a 4+ invulnerable save.
Save
Once per battle, when selecting targets for this model’s exitus rifle, it can fire a shieldbreaker
Shieldbreaker round. If it does, until the end of the phase, each time this model makes an attack with that
weapon, add 1 to the Wound roll and any successful Wound roll scores a Critical Wound.
Each time this model makes a ranged attack, when selecting targets for that attack, you can
Dead-shot
ignore the Lone Operative ability.
This model cannot be selected as your WARLORD. If your army faction is AGENTS OF THE
IMPERIUM, then during the Declare Battle Formations step, you can replace this model with a
different OFFICIO ASSASSINORUM model, provided that the points value of the new model does
Shadow
not exceed the points value of the model it replaced. Your army cannot include duplicates of the
Assignment
same model (i.e. after replacing this model with this rule, your army cannot have more than 1
VINDICARE ASSASSIN, it cannot have more than 1 CULEXUS ASSASSIN, it cannot have more than
1 EVERSOR ASSASSIN and it cannot have more than 1 CALLIDUS ASSASSIN).
Rules Assigned Agents, Lone Operative, Stealth, Infiltrators, Devastating Wounds, Ignores Cover, Precision, Heavy, Pistol
Categories Allied Units, Assigned Agents - Character, Character, Epic Hero, Faction: Agents of the Imperium, Imperium,
Infantry, Smoke, Vindicare Assassin
Selection Rules
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Acts of Faith:
If your Army Faction is ADEPTA SORORITAS, each unit from your army with this ability can perform one Act of Faith
per phase. This is done using Miracle dice.
GAINING MIRACLE DICE
If your Army Faction is ADEPTA SORORITAS, you gain 1 Miracle dice:
■ At the start of each turn.
■ Each time an ADEPTA SORORITAS unit from your army is destroyed.
Each time you gain a Miracle dice, roll one D6. The number you roll is the value of that Miracle dice. This value
cannot be changed or re-rolled, unless a rule specifically states otherwise. Keep your Miracle dice to one side – this
is your Miracle dice pool.
PERFORMING AN ACT OF FAITH
Before making a dice roll for a model or unit from your army with the Acts of Faith ability, if you have one or more
dice in your Miracle dice pool, that unit can perform an Act of Faith. If it does, select one of the dice from your
Miracle dice pool to substitute that dice roll (if a roll involves more than one dice, e.g. a Charge roll or Battle-shock
test, only a single dice can
be substituted). The dice that is being substituted is not rolled; instead the value of the selected Miracle dice is used
as if it had been rolled (this counts as an unmodified dice roll of that value for all rules purposes). Each Miracle dice
can only be selected for substitution once. Once all Miracle dice substitutions have been made, remove the chosen
Miracle dice from your Miracle dice pool, and roll all remaining, unsubstituted dice that are a part of the dice roll.
You can use Miracle dice when a unit performs an Act of Faith for any of the following types of dice roll:
■ Advance roll
■ Battle-shock test
■ Charge roll
■ Damage roll
■ Hit roll
■ Saving throw
■ Wound roll
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.
Assault:
Weapons with [ASSAULT] in their profile are known as Assault weapons. If a unit that Advanced this turn contains
any models equipped with Assault weapons, it is still eligible to shoot in this turn’s Shooting phase. When such a
unit is selected to shoot, you can only resolve attacks using Assault weapons its models are equipped with.
Assigned Agents:
If your army Faction is not AGENTS OF THE IMPERIUM, but every model in your army has the IMPERIUM keyword,
you can include AGENTS OF THE IMPERIUM units in your army even if they do not have the Faction keyword you
selected in the Select Army Faction step. In this case, the maximum number of AGENTS OF THE IMPERIUM units
you can include in your army depends on the battle size, as shown below.
Incursion: 1 RETINUE, 1 CHARACTER, 1 REQUISITIONED
Strike Force: 2 RETINUE, 2 CHARACTER, 2 REQUISITIONED
Onslaught: 3 RETINUE, 3 CHARACTER, 3 REQUISITIONED
Note that you can include AGENTS OF THE IMPERIUM DEDICATED TRANSPORT units in such an army as normal,
but each unit must start the battle with one or more units embarked within it, or it cannot be deployed for that
battle and will count as having been destroyed during the first battle round.
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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.
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.
Fights First:
Units with this ability that are eligible to fight do so in the Fights First step, provided every model in the unit has
this ability.
Firing Deck 2:
Some TRANSPORT models have ‘Firing Deck x’ listed in their abilities. Each time such a model is selected to shoot in
the Shooting phase, you can select up to ‘x’ models embarked within it whose units have not already shot this
phase. Then, for each of those embarked models, you can select one ranged weapon that embarked model is
equipped with (excluding weapons with the [ONE SHOT] ability). Until that TRANSPORT model has resolved all of
its attacks, it counts as being equipped with all of the weapons you selected in this way, in addition to its other
weapons. Until the end of the phase, those selected models’ units are not eligible to shoot.
Heavy:
Weapons with [HEAVY] in their profile are known as Heavy weapons. Each time an attack is made with such a
weapon, if the attacking model’s unit Remained Stationary this turn, add 1 to that attack’s Hit roll.
Ignores Cover:
Weapons with [IGNORES COVER] in their profile are known as Ignores Cover weapons. Each time an attack is made
with such a weapon, the target cannot have the Benefit of Cover against that attack.
Infiltrators:
During deployment, if every model in a unit has this ability, then when you set it up, it can be set up anywhere on
the battlefield that is more than 9" horizontally away from the enemy deployment zone and all enemy models.
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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.
Lethal Hits:
Weapons with [LETHAL HITS] in their profile are known as Lethal Hits weapons. Each time an attack is made with
such a weapon, a Critical Hit automatically wounds the target.
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".
Melta:
Weapons with [MELTA X] in their profile are known as Melta weapons. Each time an attack made with such a
weapon targets a unit within half that weapon’s range, that attack’s Damage characteristic is increased by the
amount denoted by ‘x’.
One Shot:
The bearer can only shoot with this weapon once per battle.
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.
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.
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’.
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Scouts 6":
Some units have ‘Scouts x"’ listed in their abilities. If every model in a unit has this ability, then at the start of the
first battle round, before the first turn begins, it can make a Normal move of up to x", with the exception that, while
making that move, the distance moved by each model in that unit can be greater than that model's Move
characteristic, as long as it is not greater than x".
DEDICATED TRANSPORT models can make use of any Scouts x" ability listed in their abilities, or a Scouts x" ability
that a unit that starts the battle embarked within that DEDICATED TRANSPORT model has (provided only models
with this ability are embarked within that Dedicated Transport model), regardless of how that embarked unit gained
this ability (e.g. listed in their abilities, conferred by an Enhancement or by an attached Character, etc.).
A unit that moves using this ability must end that move more than 9" horizontally away from all enemy models. If
both players have units that can do this, the player who is taking the first turn moves their units first.
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.
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’
Torrent:
Weapons with [TORRENT] in their profile are known as Torrent weapons. Each time an attack is made with such a
weapon, that attack automatically hits the target.
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.
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