Talk:Codex - Rogue Traders: /tg/'s 8th Edition

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Renewal[edit]

Chaledy (talk): Hi! So, I've moved the page and gave it the right category. I've also written the parts the codex must be divided into so you can have a clear view on how to structure it and where to put things where. If you have any troubles figuring out how to actually write the stuff, you can take a look at the other codices and on Wahapedia for the rules. If you want me to help you just tell me, though now I'll try to focus on the Blackstone constructs codex; here my discord if you need anything: Giovanni Bevilacqua#0089

Have a nice day - Chaledy


Chaledy (talk): Hello again. I've modified some of the layouts so you know which types of commands to use for the keywords and other stuff. Some of the rules I've seen are really complicated, are you sure there isn't a way to trim them down?

Bye - Chaledy

Format conversion[edit]

I have a bunch more datasheets in a plain-text format, but the scripts I previously used to convert to wiki syntax are not working. I'm just going to paste the whole lot here, in case someone else wants to handle that. --Auroch (talk) 17:33, 18 October 2020 (UTC)

FOC fill-ins[edit]

Dynasty Bodyguards [Elite, 1 Pow] Name M WS BS S T W A Ld Sv Bodyguard [16?] 6" 4+ 3+ 3 4 2 2 8 5+

This unit contains 1 bodyguard. It may contain up to 4 additional bodyguards (+1 Power each). Each bodyguard is equipped with a master-crafted lasgun, frag grenades, and krak grenades. Weapon Name Range Type S AP D Abilities Master-crafted Lasgun[2?] 24" Rapid Fire 1 3 -1 2 - Master-crafted Lasblaster[3?] 12" Assault 2 3 -2 2 - Frag grenade 6" Grenade D6 3 0 1 - Krak grenade 6" Grenade 1 6 -1 D3 - Master-crafted Chainsword[8?] Melee Melee +0 -1 D3 When the bearer fights, it makes 1 additional attack with this weapon. Vibroknife[6?] Melee Melee +0 -2 1 When the bearer fights, it makes 1 additional attack with this weapon.

Any model may replace their master-crafted lasgun with a master-crafted lasblaster. Any model may take a master-crafted chainsword or a vibroknife.

Bodyguard: Roll a D6 each time a friendly ROGUE TRADER or EXPLORER model which is an INFANTRY CHARACTER loses a wound whilst they are within 3" of a unit with this rule; on a 3+ the CHARACTER does not lose a wound, but one of the units with this rule suffers a mortal wound.

Jaded Veterans: If you roll a 6 when taking a Morale test for this unit, the test is automatically passed.

FACTION KEYWORDS: IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS: INFANTRY, ARMSMAN, DYNASTY BODYGUARDS

Master Operatives [Elite, 5 Pow] Name M WS BS S T W A Ld Sv Operative [16?] 7" 3+ 3+ 3 3 1 2 7 4+

This unit contains one squad of 3 operatives. It may contain up to 2 additional squads, each with 3 operatives (+4 Power per squad). Each operative is equipped with a cameoline cloak, a retribution longlas, and a scissorhand. Weapon Name Range Type S AP D Abilities Retribution longlas[4?] 24" Assault 1 4 0 1 A model firing this weapon can target an enemy CHARACTER even if they are not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage. Scissorhand[4 ea.] Melee Melee * -1 1 This weapon wounds on a 4+, unless it is targeting a VEHICLE, in which case it wounds on a 6+. A model equipped with two scissorhands may make an additional attack with this profile each time it fights.

Any model may replace its retribution longlas with a second scissorhand. The entire unit may take black-market polymorphine.

Black-market Polymorphine [5 pt. ea.]: If the unit all have black-market polymorphine, then during deployment, you can set up this unit in disguise instead of setting it up on the battlefield. At the end of any of your Movement phases, these models can revert to their true form; select an enemy unit, and roll off, adding this unit's Leadership characteritic to your D6 and the selected unit's Leadership to your opponent's D6. If you roll higher, you set this unit up on the battlefield, at least D6+3" away from any enemy models and within 18" of the selected enemy unit. If you tie or roll lower, set this unit up at least 9" away from any enemy models and within 18" of the selected unit; if you roll lower, this unit may not Shoot this turn.

Cameoline cloak: When resolving an attack made with a ranged weapon against a units whose models each have a cameoline cloak whilst the target is receiving the benefit of cover, add 2 to the saving throw instead of 1.

Stealth squads: If this unit contains more than one squad, then during deployment, before any units have been set up, it can be divided into two or three units, each with one squad of 3 models. When you set up a unit of Master Operatives during deployment, it can be set up anywhere on the battlefield that is more than 9" away from the enemy deployment zone and any enemy models.

Strike and Fade: This unit may shoot in a turn in which it Fell Back. Additionally, if this unit inflicts an unsaved Wound on an enemy during the Fight phase and has not yet taken an unsaved Wound this phase, you may immediately have this unit Fall Back, moving up to D6+1".

FACTION KEYWORDS: IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS: INFANTRY, MASTER OPERATIVES

Mobile Battery [Heavy Support, 7 Pow] Name M WS BS S T W A Ld Sv Battery platform [60?] 0" - 3+ 4 7 7 - 7 4+ Armsman [6-] 6" 4+ 3+ 3 3 1 1 7 5+

This unit contains one battery platform and four armsmen. It may contain up to two additional armsmen (+1 Pow), up to four (+2 Pow), or up to six (+3 Pow). The armsmen are each equipped with a master-crafted laspistol. Weapon Name Range Type S AP D Abilities Master-crafted Laspistol[2?] 6" Pistol 1 3 -1 2 - Earthshaker cannon[50?] 240" Heavy D6 9 -3 D3 Roll two dice for the number of attacks when firing this weapon and discard the lowest result. This weapon can target units that are not visible to the bearer. Heavy quad launcher[30?] 48" Heavy 4D6 5 0 1 This weapon can target units that are not visible to the bearer. Laser destroyer[40?] 36" Heavy 1 12 -4 D6 If this weapon successfully inflicts damage, roll an additional D6. On a result of a '3-5', the weapon's Damage is increased to 2D6. On a result of a '6', the weapon's Damage is increased to 3D6. Piercer mortar[25?] 48" Heavy D6 6 -4 D3 This weapon can target units that are not visible to the bearer. Targets do not receive the benefit of cover against attacks with this weapon.

The battery platform must take a weapon from among: earthshaker cannon, heavy quad launcher, laser destroyer, piercer mortar. One armsman may replace their master-crafted laspistol with a weapon from the armsman special weapons list. Another armsman may take frag grenades and krak grenades.

Armsmen Crew: When this unit is set up on the battlefield, all models are set up in unit coherency. From that point onwards, the battery platform is treated as one unit and all the Armsmen are treated as another. The Armsmen Crew may only be chosen as a target in the Shooting phase if they are the closest visible enemy unit to the firer.

Artillery: The battery platform can only fire its weapon if at least one ARSMAN CREW model is within 3". If there are ever no ARSMAN CREW models within 6" of the battery platform, the battery platform is shut down and removed as slain.

Explodes: If the battery platform is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6+ it explodes, and each unit within 6" suffers D3 mortal wounds.

Mobile Battery: If at least four ARMSMAN CREW models are in unit coherency with the BATTERY PLATFORM at the beginning of your Movement phase, you may have them tow the battery. Both units move 6" and may Advance, and must end the move in unit coherency with each other. If you do this, the battery may not shoot in your following Shooting phase and the armsmen may only shoot with Pistol weapons in that phase.

FACTION KEYWORDS IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS (Mobile Battery) VEHICLE, ARTILLERY, BATTERY PLATFORM KEYWORDS (Armsmen Crew) INFANTRY, ARMSMAN, ARMSMAN CREW

Armsmen Heavy Weapons Teams [Heavy Support, 3 Pow]

This unit contains three heavy weapons teams, each equipped with a master-crafted lasgun. One team may be replaced with an Ordnance Sergeant, who is equipped with a master-crafted laspistol, a vibroknife, and a refractor field. Name M WS BS S T W A Ld Sv Armsman Heavy Weapon Squad [9?] 6" 4+ 3+ 3 3 2 2 7 5+ Ordnance Sergeant [12?] 6" 4+ 3+ 3 3 2 3 8 5+ Weapon Name Range Type S AP D Abilities Eagle-eye Autocannon[14?] 72" Heavy 2 7 -1 2 - Mortis heavy autobolter[12?] 36" Heavy 4 5 -2 1 - Hotshot lascannon[17?] 48" Heavy 1 9 -4 2D3 - Mercatura missile launcher[15?] When attacking with this weapon, choose one of the profiles below.

- Frag missile 				48" 	Heavy D6 	4	0	1	-
- Icarus missile				60" 	Heavy D3	7	-1	D3	When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll.
- Krak missile 				48" 	Heavy 1 	8	-2	D6	-
- Magnese flare-missile 		36" 	Heavy D3 	4	-1	1	If a unit suffers any unsaved wounds from this weapon, your opponent must subtract 1 from that unit's hit rolls until the end of the turn.

Master-crafted mortar[16?] 48" Heavy D6 4 0 2 This weapon can target units that are not visible to the bearer.

Each model must take a weapon from the Armsman Heavy Weapons list (eage-eye autocannon, mortis heavy autobolter, hotshot lascannon, mercatura missile launcher, or master-crafted mortar). The ordnance sergeant may take an auspex relay or a bombardment targeter. They may replace their vibroknife with a master-crafted chainsword. The ordnance sergeant may do one, but only one, of the following: - Replace their vibroknife with a master-crafted lasblaster. - Replace both vibroknife and master-crafted laspistol with a weapon from the Armsman Special Weapons list. If they do not have an auspex relay or a bombardment targeter add these to the above list: - Replace their master-crafted laspistol with a master-crafted lasgun or lasblaster. - Replace both vibroknife and master-crafted laspistol with a weapon from the Armsman Heavy Weapons list.

Refractor Field: The ordnance sergeant has a 5+ invulnerable save.

Bombardment Requested: If the ordnance sergeant has a bombardment targeter you may, once per battle in your Shooting phase, pick an enemy unit, other than a CHARACTER, that is visible to this unit anywhere on the battlefield, and then roll a D6. On a roll of 1-3, the target unit suffers 1 wound, resolved with AP -2. On a roll of 4-5 the target unit suffers D3 mortal wounds. On a roll of 6, the target unit suffers 3 mortal wounds. You may only request one bombardment per turn, regardless of the number of ordnance sergeants you have in your army.

Strafing Coordinates: If the ordnance sergeant has an auspex relay, at the start of your Shooting phase, you may pick an enemy unit without FLY within 18" of the sergeant's model. For the duration of the phase, you can re-roll hit rolls of 1 for any friendly AIRCRAFT units that target the unit you picked.

Explorer-Pattern Land Speeder [Fast Attack, 4 Pow] NAME M WS BS S T W A Ld Sv Land Speeder[55?] 20" 3+ 3+ 4 5 6 2 7 3+

An Explorer-Pattern Land Speeder is a single model. It is equipped with a heavy bolter and a skyhook. WEAPON RANGE TYPE S AP D ABILITIES Assault cannon[22] 24" Heavy 6 6 -1 1 - Heavy bolter[10] 36" Heavy 3 5 -1 1 - Heavy flamer[14] 8" Heavy D6 5 -1 1 When resolving an attack made with this weapon, do not make a hit roll: it automatically scores a hit. Multi-melta[22] 24" Heavy 1 8 -4 D6 When resolving an attack made with this weapon against a unit that is within half range, roll two D6 when inflicting damage with it and discard one of the results. Typhoon missile launcher[32] When you choose this weapon to shoot with, select one of the profiles below. - Frag missile 48" Heavy 2D6 4 0 1 - - Krak missile 48" Heavy 2 8 -2 D6 -

This model may replace its heavy bolter with an assault cannon, a heavy flamer, a multi-melta, or a typhoon missile launcher.

Controlled Descent: During deployment, you can set up this unit in the skies instead of setting it up on the battlefield. If you do, or the unit has boosted into the skies using the Skyhook ability, at the end of one of your Movement phases you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models.

Grav-Compensators: This unit does not take the penalty for moving and firing Heavy weapons. When it Advances, add 6" to its Movement characteristic rather than rolling a die.

Skyhook: At the beginning of your Movement phase, this unit can boost into the skies. Remove this unit from the battlefield. It can return to the battlefield as described in the Controlled Descent ability. This unit cannot both boost up and descend in the same turn. If the battle ends while this unit is in the skies, this unit is considered to be destroyed.

FACTION KEYWORDS IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS FLY, VEHICLE, EXPLORER-PATTERN LAND SPEEDER

Aerial Spotter [Fast Attack, 4? Pow] Name M WS BS S T W A Ld Sv Spottter [16-] 12" 4+ 3+ 3 3 3 1 7 5+

This unit contains a single Spotter. It may contain up to 2 additional Spotters (+4 Power each). Each Spotter is equipped with a jump pack and goliath rifle. Weapon Name Range Type S AP D Abilities Goliath rifle[6?] 36" Heavy 1 4 0 D3 This weapon can target a CHARACTER unit even if it is not the closest enemy unit. This weapon always wounds MONSTER and BEAST units on a 3+ or better.

Above the Fray: This unit cannot charge, or be charged by, units without FLY. At the end of your Movement phase, you may declare it swoops down. If so, it reduces its Movement characteristic to 9" and loses this rule. Both these effects end at the end of a Movement phase in which it Falls Back (and does not choose to swoop down again).

Forward Observer: At the beginning of your Shooting phase, you can declare that this unit is scouting rather than shooting. If so, choose one enemy unit within 60" which it has line of sight to. This phase, this unit cannot shoot, but any attack targeting the chosen unit ignores the benefit of cover and adds 1 to all its hit rolls.

Loyal Servants: If this unit contains multiple models, they must be set up at the same time, within 6" of each other. Thereafter, they are treated as separate units. This unit can never have a Warlord Trait or any Relics.

Faction Keywords IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> Keywords CHARACTER, FLY, INFANTRY, JUMP PACK, ARMSMAN, AERIAL SPOTTER

Explorers[edit]

Missionary Dialogus NAME M WS BS S T W A Ld Sv Dialogus 6" 4+ 3+ 3 3 4 3 8 3+

A Missionary Dialogus is a single model equipped with a twice-blessed pistol and a Dialogus staff. WEAPON RANGE TYPE S AP D ABILITIES Twice-blessed pistol[0] 12" Pistol 1 4 -2 1 - Dialogus staff[0] Melee Melee +1 0 1 -

Acts of Faith, Comitatus Negotiatis, Shield of Faith

Beacon of Faith: You may perform an Act of Faith for any friendly IMPERIUM unit within 6" of this model. You may also earn Miracle dice with friendly IMPERIUM units within 6" of this model; if one of those units meets the conditions of the Vengeance or Valor deed, this qualifies you for a Miracle die at the end of that phase, even if they do not have the Acts of Faith rule themselves.

Spiritual Fortitude: When this model would lose a wound as a result of a mortal wound in the Psychic phase, roll one D6; on a 5+ that wound is not lost. FACTION KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS CHARACTER, INFANTRY, COMITATUS, DIALOGUS, EXPLORER, MISSIONARY, MISSIONARY DIALOGUS

Missionary Famulous NAME M WS BS S T W A Ld Sv Famulous 8" 5+ 3+ 3 3 4 3 9 3+

A Missionary Famulous is a single model equipped with a twice-blessed pistol and smoke grenades. WEAPON RANGE TYPE S AP D ABILITIES Twice-blessed pistol[0] 12" Pistol 1 4 -2 1 -

Acts of Faith, Comitatus Negotiatis, Shield of Faith

Proclaimer of Glory: Any friendly IMPERIUM unit within 6" may use this model's Leadership characteristic in place of its own.

Smoke Grenades: Rather than shooting in your shooting phase, this model may fire its smoke grenades. If it does, it also may not fight during your next fight phase, but it may immediately move D3+1". After this move, the smoke clouds around it and allied CHARACTER units within 3" of it; all hit rolls to target any of the affected units, until your next Shooting phase, take a -1 penalty.

FACTION KEYWORDS IMPERIUM, ADEPTUS MINISTORUM, ADEPTA SORORITAS, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS CHARACTER, INFANTRY, COMITATUS, EXPLORER, FAMULOUS, MISSIONARY, MISSIONARY FAMULOUS

Dynasty Seneschal [Elite, Pow 1] NAME M WS BS S T W A Ld Sv Dynasty Seneschal[15?] 6" 5+ 4+ 3 3 3 2 8 5+

A Dynasty Seneschal is a single model, armed with a holdout pistol. You may only include one of this unit per Detachment. WEAPON RANGE TYPE S AP D ABILITIES Holdout Pistol 9" Pistol 1 3 0 1 -

This model may take a refractor field. Warrant of Trade

Cunning Preparations: If your army is Battle-forged, then once per battle while this unit is on the battlefield, after you spend a Command Point on a Stratagem that affects solely a unit in this unit's Detachment, you may roll a die. On a 2+, you regain 1 Command Point; if it is a 6+, you regain all Command Points spent on that Stratagem.

Factotum: This unit counts as a ROGUE TRADER for the purposes of satisfying the Leading the Way rule. It may not be your Warlord, but may acquire a Warlord trait by other means. You may only include one of this unit per Detachment, or one per ROGUE TRADER if your army is not Battle-forged.

Refactor Field: If this model has a refractor field, it has a 5+ invulnerable save. [5 pts]

FACTION KEYWORDS IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS CHARACTER, INFANTRY, COMITATUS, EXPLORER, DYNASTY SENESCHAL


NAME M WS BS S T W A Ld Sv Arch-Militant Duelist[89?] 6" 3+ 3+ 3 3 6 4 8 2+

An Arch-Militant Duelist is a single model equipped with an assault bolter, a vibroknife, frag grenades and krak grenades. WEAPON RANGE TYPE S AP D ABILITIES Assault bolter[1] 18" Assault 3 4 0 1 - Chainfist[11] Melee Melee x2 -4 2 When resolving an attack made with this weapon, subtract 1 from the hit roll. Lightning claw[6] Melee Melee +0 -2 1 When resolving an attack made with this weapon, you can re-roll the wound roll. Monomolecular blade[5?] Melee Melee +0 -4 1 - Negotiator pistol[3?] 12" Pistol 2 4 -2 1 - Power axe[5] Melee Melee +1 -2 1 - Power maul[4] Melee Melee +2 -1 1 - Power sword[4] Melee Melee +0 -3 1 - Vibroknife[6?] Melee Melee +0 -2 1 When the bearer fights, it makes 1 additional attack with this weapon. This model can be equipped with one of the following instead of an assault bolter: a chainfist, a storm shield, or a negotiator pistol. This model can replace its vibroknife with one of the following: lightning claw, monomolecular blade, power axe, power maul, or power sword. It may instead, if it has a storm shield, replace the vibroknife with a chainfist, or if it does not have a storm shield, with a negotiator pistol.

Comitatus Negotiatis

Glory Seeker: When resolving an attack made by this model against a CHARACTER unit, you can re-roll the hit roll and you can re-roll the wound roll.

Stride into Battle: This model may Advance and fire Assault weapons with no penalty. It may Advance and fire Pistol weapons with a -1 penalty to its hit rolls (as is normal for Assault weapons).

Terminator Armour: This model has a 5+ invulnerable save. If it has a storm shield[10 pt.], it has a 3+ invulnerable save instead.

FACTION KEYWORDS IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS CHARACTER, INFANTRY, ARCH-MILITANT, COMITATUS, EXPLORER, ARCH-MILITANT DUELIST

Arch-Militant Commander [HQ, 4 Pow]

NAME M WS BS S T W A Ld Sv Arch-Militant Commander[55?] 6" 3+ 3+ 3 3 5 3 9 4+

An Arch-Militant Commander is a single model equipped with a vibroknife, a master-crafted lasgun, and a negotiator pistol. WEAPON NAME RANGE TYPE S AP D ABILITIES Master-crafted Chainsword[8?] Melee Melee +0 -1 D3 When the bearer fights, it makes 1 additional attack with this weapon. Master-crafted Lasgun[2?] 24" Rapid Fire 1 3 -1 2 - Negotiator pistol[3?] 12" Pistol 2 4 -2 1 - Vibroknife[6?] Melee Melee +0 -2 1 When the bearer fights, it makes 1 additional attack with this weapon. Monomolecular blade[5?] Melee Melee +0 -4 1 -

This model may replace its master-crafted lasgun with another weapon from the Armsman Ranged Weapons list, or replace its master-crafted lasgun and negotiator pistol with a weapon from the Armsman Special Weapons list. This model may replace its vibroknife with a master-crafted chainsword, monomolecular blade, or negotiator pistol. This model may have an integrated auspex-eye.

Comitatus Negotiatis

Auspex-Eye: If this model has an integrated auspex-eye, enemy units do not receive the benefit to their saving throws for being in cover against this unit's shooting attacks.[4? pt.]

Master of Many Battlefields: For attacks made by friendly <DYNASTY> INFANTRY units within 6" of this unit, reroll wound rolls of 1. If the attacking unit is also ASTRA CARTOGRAPHICA, you may reroll any failed wound rolls.

Refractor Field: This model has a 5+ invulnerable save.

Tactical Expertise: At the beginning of your Shooting phase and your Fight phase, choose a friendly <DYNASTY> INFANTRY unit within 6" of this model. You may reroll failed hit rolls with that unit this phase. If the chosen unit is an ARMSMAN or ROGUE TRADER unit, this model also receives the benefit.

Unshakable Veteran: Friendly <DYNASTY> units can use this model’s Leadership instead of their own whilst they are within 6" of this model, provided they are INFANTRY units and/or ASTRA CARTOGRAPHICA units.

FACTION KEYWORDS IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS CHARACTER, INFANTRY, ARCH-MILITANT, COMITATUS, EXPLORER, ARCH-MILITANT COMMANDER

Arch-Militant Aerialist, similar to Aerial Spotter, can get a knockoff exitus rifle (vindicatus, doesn't have no-inv clause, has sniping clause) Name M WS BS S T W A Ld Sv Spottter [16-] 12" 4+ 3+ 3 3 3 2 8 4+

An Arch-Militant Aerialist is a single model, equipped with a jump pack, a goliath rifle, and a negotiator pistol. Weapon Name Range Type S AP D Abilities Goliath rifle[6?] 36" Heavy 1 4 0 D3 This weapon can target a CHARACTER unit even if it is not the closest enemy unit. This weapon always wounds MONSTER and BEAST units on a 3+ or better. Negotiator pistol[3?] 12" Pistol 2 4 -2 1 - Vindicatus rifle[8?] 36" Heavy 1 4 0 2 This weapon can target an enemy CHARACTER even if they are not the closest enemy unit. Attacks made with this weapon wound INFANTRY units on a 2+. This model may replace its goliath rifle with a vindicatus rifle or a weapon from the Armsman Ranged Weapons or Armsman Special Weapons list. This model may have an integrated auspex-eye.

Above the Fray: This unit cannot charge, or be charged by, units without FLY. At the end of your Movement phase, you may declare it swoops down. If so, it reduces its Movement characteristic to 9" and loses this rule. Both these effects end at the end of a Movement phase in which it Falls Back (and does not choose to swoop down again).

Auspex-Eye: If this model has an integrated auspex-eye, enemy units do not receive the benefit to their saving throws for being in cover against this unit's shooting attacks.[4? pt.]

Jink Jets: When this unit Advances, add 6" to its movement characteristic rather than rolling a die. When it Advances, subtract 1 from all ranged hit rolls which target it until your next Movement phase.

Masterful Forward Observer: At the beginning of your Shooting phase, if this unit has not moved this turn, you may choose one enemy unit within 60" which it has line of sight to. This phase, any other friendly unit attacking the chosen unit ignores the benefit of cover and adds 1 to all its hit rolls. If this unit has moved, it may still do this, but if it does it may not make any attacks this phase.

Refractor Field: This model has a 5+ invulnerable save.

FACTION KEYWORDS IMPERIUM, ASTRA CARTOGRAPHICA, <DYNASTY> KEYWORDS CHARACTER, FLY, INFANTRY, JUMP PACK, ARCH-MILITANT, COMITATUS, EXPLORER, ARCH-MILITANT AERIALIST


Explorator Myrmidon [Heavy Support, 7? Pow] NAME M WS BS S T W A Ld Sv Explorator Myrmidon[80?] 8" 3+ 3+ 6 7 6 4 8 2+

An Explorator Myrmidon is a single model, equipped with a gamma pistol, a haywire rifle, mechadendritesa, and an Omnissian axe. Weapon Name Range Type S AP D Abilities Gamma pistol[10] 12" Pistol 1 6 -3 2 You can re-roll failed wound rolls for this weapon when attacking a VEHICLE. Haywire rifle[6?] 36" Heavy 1 4 0 D3 This weapon can target a CHARACTER unit even if it is not the closest enemy unit. This weapon always wounds VEHICLE units on a 3+ or better. Mechadendrites[5?] Melee Melee +0 0 1 When the bearer fights, it makes D6 additional attacks with this weapon. Myrmidon claw[10?] Melee Melee x2 -1 D3 - Omnissian axe[5?] Melee Melee +1 -2 2 -

This model may replace its haywire rifle with a weapon from the Mechanicus Heavy Weapons list. This model may replace its gamma pistol with a myrmidon claw or weapon from the Mechanicus Melee Weapons list, or replace its gamma pistol and its mechadendrites with a weapon from the Mechanicus Heavy Weapons list. This model may replace its Omnissian axe with a myrmidon claw or weapon from the Mechanicus Melee Weapons list. It may not have more than one set of mechadendrites.

Comitatus Negotiatis

No Strength in Flesh: This model has a 4+ invulnerable save. At the start of your Movement phase, this model regains one lost wound. It may increase this to up to D3 lot wounds by forgoing its Master of Machines rule for the round.

More Tank Than Man: If struck with a weapon which wounds non-VEHICLE targets more easily, such as a Rad-cleanser or a Drukhari Poisoned Weapon, the wound roll for that hit is made at a -1 penalty.

Master of Machines: At the end of your Movement phase this model can repair a single friendly <DYNASTY> VEHICLE within 3" of it. That model regains 1 lost wound, or up to D3 lost Wounds if it is an ADEPTUS MECHANICUS VEHICLE. A model may not be the target of the Master of Machines ability more than once per turn.

Transhuman Artillery: This unit does not suffer a penalty to move and fire Heavy weapons or Advance and fire Assault weapons. However, it Advances D3+1" rather than D6" and charges D6+1" instead of 2D6".

Scholar of Warfare: If this model does not move during your Movement phase, during your Shooting phase it may choose one ranged weapon it wields to shoot with twice.

FACTION KEYWORDS IMPERIUM, ASTRA CARTOGRAPHICA, ADEPTUS MECHANICUS, CULT MECHANICUS, <DYNASTY> KEYWORDS CHARACTER, MONSTER, COMITATUS, EXPLORER, MECHANICUS EXPLORATOR, EXPLORATOR MYRMIDON

Explorator Magos: repairs D3 wounds from VEHICLE or 3 Wounds from ADMECH VEHICLE, 5+ Inv., one of [Omnissian axe, volkite blaster, eradication ray, macrostubber, phosphor serpenta] Plus choose two of: Signis Logis: Daedalosus's Omni-Scanner(not AdMech-restricted), Goliath rifle but for VEHICLEs Signis Fulguris: Fulgurite Electroleech + Siphon Vigor (siphon on crit with electroleech, +1 each time, max out at 3+) Signis Opificix: self-auto-heal + Manipulus mechadendrites + (+1 Wound restored with repairs Signis Genetoris: FNP 5+ and can repair non-VEHICLES (D3 Wounds for ADMECH, 1 Wound for others)

Explorator Magos [Elite, ? Pow] NAME M WS BS S T W A Ld Sv Explorator Magos[50?] 6" 4+ 3+ 3 4 5 2 8 3+ Personal Servitor[8?] 5" 4+ 4+ 3 3 2 1 8 4+

An Explorator Magos is a single model, equipped with an Omnissian axe, a transonic cannon, and signis divisionis. It may additionally contain one personal servitor, equipped wiith a servo-arm. WEAPON RANGE TYPE S AP D ABILITIES Electroleech staff[8?] Melee Melee +2 -2 D3 Each time you make a wound roll of 6+ with this weapon, instead of inflicting normal damage the the target suffers D3 mortal wounds, this unit's morgernsiphon activates if it has one, and the attack sequence ends. Eradication ray[10] 24" Heavy D3 6 -2 1 Attacks from this weapon that target enemies at 8" or less are resolved with an AP of -4 and a Damage of D3. Haywire rifle[6?] 36" Heavy 1 4 0 D3 This weapon can target a CHARACTER unit even if it is not the closest enemy unit. This weapon always wounds VEHICLE units on a 3+ or better. Macrostubber[5?] 12" Pistol 5 4 0 1 - Mechadendrites[5?] Melee Melee +0 0 1 When the bearer fights, it makes D6 additional attacks with this weapon. Omnissian axe[5?] Melee Melee +1 -2 2 - Servo-arm[??] Melee Melee x2 -2 3 Each servo-arm can only be used to make one attack each time this model fights. When a model attacks with this weapon, you must subtract 1 from the hit roll. Tesla pistol[7?] 12" Pistol 1 5 0 1 Each hit roll of 6+ with this weapon causes 3 hits instead of 1. Transonic cannon[0] 8" Assault D6 4 -1 2 This weapon hits automatically. OTHER WARGEAR ABILITIES Diagnostorcium May use Master of Machines on non-VEHICLE units. This restores only one lost wound, or D3 wounds for an ADEPTUS MECHANICUS target. (Roll only after selecting a target unit; this is the diagnostorcium's 'maximum capacity' for the turn.) If the target unit has no injured models, roll D6 and add the maximum capacity; on a 5+, revives a previously slain model from the unit, with 1 Wound remaining. Gene-forged flesh Each time a model in this unit loses a wound, roll a D6; on a 5+, the model does not lose that wound. Mag-inverter Shield A mag-inverter shield bestows a 3+ invulnerable save against close combat attacks. When a saving throw for the shielded model is a 6+ against a close-combat attack, the attacking unit suffers 1 mortal wound after it has made all of its attacks. Morgernsiphon Each time this wargear is activated, improve this model's best invulnerable save by 1 for the rest of the battle, to a maximum of 3+. Omniscanner At the start of your Shooting phase, you can select one enemy unit that is within 24" of and visible to this model. Until the end of the phase, add 1 to hit rolls for attacks whose target is the selected unit and whose attacking unit is within 6" of this model. Repair servos The wound-restoring effect of Burnished Bionics restores D3 lost wounds and no longer prevents this model from moving. Additionally, this unit's Master of Machines rule restores D3+1 wounds to an ADEPTUS MECHANICUS vehicle or D3 to any other <DYNASTY> VEHICLE. The Explorator Magos may take an eradication ray, mag-inverter shield, macrostubber, or servo-arm. The Explorator Mago may replace its Omnissian axe with a weapon from the Mechanicus Melee Weapons list. The Personal Servito may replace its servo-arm with a weapon from the Mechanicus Heavy Weapons list. Each Explorator Magos carries the tools of up to two of the holy orders of the Cult Mechanicus, their Signis Divisionis: Signis Logis: The model is equipped with an omniscanner and a haywire rifle. Signis Fulguris: The model replaces its Omnissian axe with an electroleech staff and a morgernsiphon, and has a tesla pistol. Signis Opificix: The model is equipped with repair servos and mechadendrites. Signis Genetoris: This model has gene-forged flesh and a diagnostorcium.

Comitatus Negotiatis

Burnished Bionics: This model has a 5+ invulnerable save. At the start of your Movement phase, this model may regain a lost wound, but if it does it may not move this phase.

Omnissiah's Emissary: Any <DYNASTY> TRANSPORT VEHICLE this unit is embarked in adds 1" to its Movement characteristic and may roll an additional die and drop the lowest when rolling to Advance or Charge.

Master of Machines: At the end of your Movement phase this model can repair a single friendly <DYNASTY> VEHICLE within 3" of it. That model regains up to D3 lost wounds, or up to 3 lost wounds if it is an ADEPTUS MECHANICUS VEHICLE. A model may not be the target of the Master of Machines ability more than once per turn.

FACTION KEYWORDS IMPERIUM, ASTRA CARTOGRAPHICA, ADEPTUS MECHANICUS, CULT MECHANICUS, <DYNASTY> KEYWORDS(Magos) CHARACTER, INFANTRY, COMITATUS, EXPLORER, MECHANICUS EXPLORATOR, EXPLORATOR MAGOS KEYWORDS(Servitor) CHARACTER, INFANTRY, SERVITORS, PERSONAL SERVITOR

Mechanicus Melee Weapons Weapon Name Range Type S AP D Abilities Omnissian axe[10] Melee Melee +1 -2 2 - Omnissian staff[8] Melee Melee +2 -1 2 - Taser goad[6?] Melee Melee +2 0 1 Each hit roll of 6+ with this weapon causes 3 hits rather than 1. Mechadendrites[5?] Melee Melee +0 0 1 When the bearer fights, it makes D6 additional attacks with this weapon.

Mechanicus Heavy Weapons Weapon Name Range Type S AP D Abilities Graviton carbine[6?] 24" Rapid Fire 1 5 -1 1 When determining the wound roll for this weapon, compare its Strength to the target's Strength, rather than its Toughness. Haywire rifle[6?] 36" Heavy 1 4 0 D3 This weapon can target a CHARACTER unit even if it is not the closest enemy unit. This weapon always wounds VEHICLE units on a 3+ or better. Phased plasma-fusil[20] 24" Rapid Fire 2 7 -3 2 - Rad cleanser[8?] 8" Assault D6 * 0 1 This weapon automatically hits its target. This weapon wounds on a 2+, unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+. Sandstorm bolter[7?] 24" Assault 4 4 0 1 - Volkite charger[6?] 18" Assault 2 5 -1 1 Whenever this weapon inflicts an unsaved wound, the target model makes a second armor save; if that save fails, that model takes a mortal wound.


Transports[edit]

Caecatus Palmae Imperatoris [Dedicated Transport, 11 Pow] NAME M WS BS S T W A Ld Sv Caecatus Palmae[140?] * 5+ * 8 7 14 * 8 3+ REMAINING W M BS A 8-14+ 20-45" 2+ 3 4-7 20-30" 3+ D3 1-3 20-25" 4+ 1

A Caecatus Palmae is a single model equipped with a thunder-bolter and an atmo-spec las-burner. WEAPON NAME RANGE TYPE S AP D Atmo-spec Las-burner[40?] 60" Heavy 2 10 -4 D3+2 Thunder-bolter[40?] 30" Rapid Fire 6 5 -1 1

Airborne: You cannot charge with this model, and this model can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this model if it is within 1" of any enemy units that can FLY, and this model can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this model if they can FLY. Units without FLY may not embark or disembark from this model while this rule applies.

Comitatus: If a rogue trader is deployed embarked in this model when it is first set up, you may also deploy any number of comitatus characters may be deployed embarked, subject to transport capacity. The Transvector Mercatura counts as a member of the retinue for purposes of Keep Aloof, and all units embarked must be explicitly declared at the time of setup. All embarked units other than the Rogue Trader must be permissible parts of their retinue, and the retinue must be a valid one (per Keep Aloof). This retinue counts as in unit coherency with the Trader for the purposes of Comitatus Negotiatis.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing the model from the battlefield; on a 6 it crashes and explodes, and each unit within 6" suffers D3 mortal wounds.

Exceptional Pilot: No army may contain more VOID MASTER units than it contains ROGUE TRADER units.

Hover Jets: Before this model moves in your Movement phase, you can declare it will hover. Its Move characteristic becomes 20" until the end of the phase, and it loses the Airborne and Supersonic abilities until the beginning of your next Movement phase.

Quiet Insertion: You may set this unit up preparing a quiet insertion rather than on the battlefield. If you do, at the end of one of your Movement phases you you can set up this unit anywhere on the battlefield that is more than 9" away from any enemy models. It is considered to be using its Hover Jets on the turn it is set up on the battlefield with this ability.

Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 20" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Very Hard to Hit: All ranged attacks targeting this model subtract 1 from their hit roll.

Warrant of Transport: This model may transport any IMPERIUM INFANTRY except models with JUMP PACK, TERMINATOR, KATAPHRON, or CENTURION. ADEPTUS CUSTODES and OGRYN models, and ADEPTUS ASTARTES models other than SCOUTS, take up the space of two normal models.

FACTION KEYWORDS: IMPERIUM, ASTRA CARTOGRAPHICA, COMITATUS, <DYNASTY> KEYWORDS: AIRCRAFT, EXPLORER, FLY, TRANSPORT, VEHICLE, VOID MASTER, CAECATUS PALMAE IMPERATORIS (Proxy: Corvus Blackstar, in any color but black)


Coptera Mercatura Adapted from Adeptus Mechanicus designs used for their own Explorator Fleets, the Transvector Mercatura is one of the most sought-after void-air flyers among the Rogue Trader dynasties. To compensate for the loss of the heavily-integrated Skitarii pilot used by standard Archaepters, the Transvector Mercatura must be piloted by a skilled and well-augmented Tech-priest, which is a small cost for Rogue Traders, whose retinues almost always include a qualified Exploarator. This still requires some compromises in the construction; the design loses armament and durability from the standard Transvector, but retains the adjustable wings and with them most of the Transvector's maneuverability and all its flexibility, capable of operating in any atmosphere and of ground-to-orbit transport. Its armament is reduced but not removed, and when open battle on the surface calls, the Explorators of a Rogue Trader's retinue will often take their helms.

Archaeopter Transvector Mercatura [Flyer, Pow 6] NAME M WS BS S T W A Ld Sv Transvector Mercatura[85?] * 5+ * 4 6 10 * 9 3+ REMAINING W M BS A 6-10+ 16-60" 3+ 3 3-5 16-40" 4+ D3 1-2 16-25" 5+ 1

A Transvector Mercatura is a single model equipped with 3 cognis heavy stubbers. WEAPON NAME RANGE TYPE S AP D ABILITIES Cognis heavy stubber[2] 36" Heavy 3 4 0 1 if the bearer Advanced, you can still choose to shoot with this weapon, but subtract 2 from the hit roll. Ageranj brushburner[12?] 18" Heavy 2D6 4 0 1 The weapon hits its target automatically. Aerial grav-cannon[9?] 24" Rapid Fire 1 6 -3 1 If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.

Any cognis heavy stubber may be replaced with an ageranj brushburner or an aerial grav-cannon.

Airborne: You cannot charge with this unit, and this unit can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this unit if it is within 1" of any enemy units that can FLY, and this unit can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this unit if they can FLY. Units without FLY may not embark or disembark from this model while this rule applies.

Comitatus: If a rogue trader is deployed embarked in this model when it is first set up, you may also deploy any number of comitatus characters may be deployed embarked, subject to transport capacity. The Transvector Mercatura counts as a member of the retinue for purposes of Keep Aloof, and all units embarked must be explicitly declared at the time of setup. All embarked units other than the Rogue Trader must be permissible parts of their retinue, and the retinue must be a valid one (per Keep Aloof). This retinue counts as in unit coherency with the Trader for the purposes of Comitatus Negotiatis.

Explodes: When this model is destroyed, roll one D6 before any embarked models disembark, and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Hover Jet: Before this model moves in your Movement phase, you can declare it will hover. Until the beginning of your next Movement phase, its Move characteristic becomes 25" and it loses the Airborne and Maneuverable Craft abilities.

Maneuverable Craft: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It can pivot up to 90° one more time, at any point, during this move. When this model Advances, add 10" to its minimum Move characteristic and 20" to its maximum Move characteristic until the end of the Movement phase instead of making an Advance roll.

Warrant of Transport: This model may transport any IMPERIUM INFANTRY except models with JUMP PACK, TERMINATOR, KATAPHRON, or CENTURION. ADEPTUS CUSTODES and OGRYN models, and ADEPTUS ASTARTES models other than SCOUTS, take up the space of two normal models.

Transport: This model has a transport capacity of 6 IMPERIUM INFANTRY. FACTION KEYWORDS: IMPERIUM, ADEPTUS MECHANICUS, ASTRA CARTOGRAPHICA, COMITATUS, <DYNASTY> KEYWORDS: AIRCRAFT, ARCHAEOPTER, FLY, TRANSPORT, VEHICLE, EXPLORER, MECHANICUS EXPLORATOR, TRANSVECTOR MERCATURA (Proxy: Archaeopter Transvector, in any color but red)

Other Flyers[edit]

Drakebat and Gloomhaunt Custom-Tailored Aircraft

Rogue Traders are, within reason, exempt from many of the normal rules of the Imperium, and the dictates of the Cult Mechanicus are no exception. When a Void Master in an experienced trader's retinue wants to customize a Thunderbolt chassis, or even a Marauder or Stormhawk chassis, they can generally get away with far more extensive changes than an orthodox understanding of the Machine Cult would permit, frequently with the outright cooperation of the Dynasty's Mechanicus Explorators. Dedicated void warfare craft are tempramental and both good judgment and superstition keep their adventures in customization to a minimum, beyond the occasional integration of xenotech or archaeotech discovered in the trader's explorations. But in the orbit-to-air craft, they are at their most unrestrained. The ultimate form of these custom aircraft varies widely, but have shared properties, shaped largely by the absence of established designs to fill them. In auspex and IFF communications, the unofficial designations "Gloomhaunt" and "Drakebat" are used for small and large craft, respectively, after two forms of dangerous but rarely-seen aerial ambush predators. (Generally, the dividing line in size is a Valkyrie.) (Gloomhaunts' origin is obscure, but they are now endemic to underhives across the galaxy; Drakebats live in the jungle canopies of Catachan.) Drakebats are most commonly large, heavily-armed bombers, quite agile for their size. Gloomhaunts are most often fighters configured to be excessively responsive to their pilot's controls, achieving maneuverability which if used to the fullest will predictably cause lasting brain damage to the (generally unaugmented or lightly-augmented) pilots who commission them. They invariably make full use of these dangerous capabilities, which admittedly is not a huge surprise given the high risk tolerance they have already displayed by joining Rogue Trader expeditions.

Gloomhaunt Fighter [Flyer, Pow 7] NAME M WS BS S T W A Ld Sv Gloomhaunt Fighter[85?] * 5+ * 4 6 10 * 9 3+ REMAINING W M BS A 6-10+ 20-60" 3+ 3 3-5 20-40" 4+ D3 1-2 20-25" 5+ 1

A Gloomhaunt Fighter is a single model equipped with two thunderbolt missile launchers, a gale bolter, and a strafing auspex. WEAPON NAME RANGE TYPE S AP D ABILITIES Castellan missile array[18?] 12"-60" Heavy D3 8 -2 D3 This weapon can target units not visible to the firing model. Gale bolter[7] 24" Rapid Fire 4 4 0 1 - Icarus ironhail heavy stubber[6] 36" Heavy 3 4 -1 1 When resolving an attack made with this weapon, add 1 to the hit roll if the target can FLY; otherwise subtract 1 from the hit roll. Heavy multi-laser 36" Heavy 3 6 0 1 - Precision autocannon[10?] 72" Heavy 1 7 0 D3 This weapon can target an enemy CHARACTER even if they are not the closest enemy unit. If you roll a wound roll of 5+ for this weapon, it inflicts a mortal wound in addition to its normal damage. Razorwing grenade launcher[24?] When attacking with this weapon, choose one of the profiles below: - Frag grenade 48" Assault 2D6 3 0 1 - - Krak grenade 48" Assault 2 6 -1 D3 - Thunderbolt missile launcher[14?] 60" Heavy 1 8 -2 3 -

The gale bolter may be replaced with an Icarus ironhail heavy stubber or a castellan missle array. The two thunderbolt missile launchers may either be replaced with two precision autocannons or with two heavy multi-lasers. A gloomhaunt fighter may take either hover jets or a taylor thruster. A gloomhaunt fighter may replace its strafing auspex with an orbital target relay.

Aerial Dancer: If this model has hover jets, then before it moves in your Movement phase, you can declare it will hover. Until the beginning of your next Movement phase, its Move characteristic becomes 25" and it loses the Airborne and Agilely Supersonic abilities. While hovering, this model may move and fire Heavy weapons without penalty.

Agilely Supersonic: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. At any point during this move after it has moved at least 10", it can pivot up to 90° one more time. When this model Advances, do not make an Advance roll; instead add 10" to its minimum Move characteristic and 20" to its maximum Move characteristic until the end of the Movement phase.

Airborne: You cannot charge with this unit, and this unit can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this unit if it is within 1" of any enemy units that can FLY, and this unit can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this unit if they can FLY.

Exceptional Pilot: No army may contain more VOID MASTER units than it contains ROGUE TRADER units.

Explodes: When this model is destroyed, roll one D6 before any embarked models disembark, and before removing it from play. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.

Hard to Hit: When resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll. If this model has a taylor thruster and Advanced during your most recent movement phase, subtract 2 instead.

Orbital Target Relay: A model equipped with an orbital target relay adds 1 to its ranged hit rolls against AIRCRAFT.

Strafing Auspex: If this model is equipped with a strafing auspex, enemy units never receive the benefit of cover against this model's attacks.

Turbo-boost': If this model has a taylor thruster, it may make an additional pivot of up to 90° during its movement. This must be at least 10" of movement after the first mid-movement pivot. Additionally, when the model Advances, add an additional 10" to its maximum Movement characteristic for that phase.

FACTION KEYWORDS: IMPERIUM, ASTRA CARTOGRAPHICA, COMITATUS, <DYNASTY> KEYWORDS: AIRCRAFT, FLY, VEHICLE, EXPLORER, VOID MASTER, GLOOMHAUNT FIGHTER

Drakebat Bomber [Lord of War, Pow 17?] NAME M WS BS S T W A Ld Sv Drakebat Bomber[240?] * 6+ * 7 7 15 * 9 3+ REMAINING W M BS A 6-10+ 10-25" 2+ 3 3-5 10-20" 3+ D3 1-2 10-15" 4+ 1

A Drakebat Bomber is a single model equipped with an overcharged conqueror cannon, two twin heavy bolters, piercer bombs, and evasive cogitators. WEAPON NAME RANGE TYPE S AP D ABILITIES Canyonmaker mortar[40?] 72" Heavy 4D6 4 0 1 This weapon can target units that are not visible to the bearer. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover. Chaff missile launcher[3?] 36" Rapid Fire 1 2 0 1 If this weapon hits a unit, even if it does not wound, that unit takes a -1 penalty to all hit rolls for ranged attacks until your next Movement phase. Exhaust backblaster[6?] 12" Assault D3 5 -1 1 This weapon automatically hits its target. Hellstrike launcher[25] 72" Heavy 1 8 -3 3 - Overcharged conqueror cannon[45?] 48" Heavy 6 8 -2 D3 - Twin heavy bolter[14] 36" Heavy 6 5 -1 1 -

This model may exchange its piercer bombs for hellstorm bombs. This model may exchanges its two twin heavy bolters for six exhaust backblasters or for four chaff missile launchers. This model may exchange its overcharged conqueror cannon for a canyonmaker mortar or for two hellstrike launchers.

This model may exchange its evasive cogitators for targeting cogitators.

Airborne: You cannot charge with this unit, and this unit can only be chosen as a target of a charge if the unit making the charge can FLY. You can only fight with this unit if it is within 1" of any enemy units that can FLY, and this unit can only make close combat attacks against units that can FLY. Enemy units can only make close combat attacks against this unit if they can FLY.

Bombing Run: On three separate turns during the battle, a Drakebat Bomber can make a bombing run against a single enemy unit it moves over during one of its Movement phases. After the Drakebat Bomber has moved, pick an enemy unit that it flew over. If the Drakebat Bomber is equipped with piercer bombs, roll 3D6 for each VEHICLE or MONSTER in the target unit and a single D6 for every other model in the unit, up to a maximum of 12D6. For every roll of a 4+, the unit suffers a mortal wound. If the Drakebat is instead equipped with hellstorm bombs, roll 2D6 for each VEHICLE or MONSTER in the target unit and a single D6 for every other model in the unit, up to a maximum of 10D6. For every roll of a 3+, the unit suffers a mortal wound.

Crash and Burn: If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it crashes in a fiery explosion and each unit within 6" suffers D6 mortal wounds.

Exceptional Pilot: No army may contain more VOID MASTER units than it contains ROGUE TRADER units.

Mega-Jet: When this model moves in your Movement phase, first pivot it on the spot up to 90° (this does not contribute to how far the model moves), then move the model straight forwards. It cannot pivot again after the initial pivot. When this model Advances, add 10" to its Move characteristic until the end of the Movement phase instead of making an Advance roll.

Specialized Cogitators: If this model has evasive cogitators, when resolving an attack made with a ranged weapon against this model, subtract 1 from the hit roll. If it has targeting cogitators, it does not suffer the penalty for shooting Heavy weapons on a turn in which it has moved.

Void-hardened Hull: The Drakebat Bomber has a 5+ invulnerable save.

FACTION KEYWORDS: IMPERIUM, ASTRA CARTOGRAPHICA, COMITATUS, <DYNASTY> KEYWORDS: AIRCRAFT, EXPLORER, FLY, VEHICLE, VOID MASTER, DRAKEBAT BOMBER