Jackal Strikes Vs Jackals
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Militarum Tempestus Detachment Rules. Armageddon: Industrial Efficiency. Cadian: Born Soldiers. Catachan: Brutal Strength. Militarum Tempestus: Storm Troopers. Mordian: Parade Drill. Tallarn: Swift as the Wind. Valhallan: Grim Demeanour. Vostroyan: Heirloom Weapons. Krieg: Cult of Sacrifice. Custom Regimental Doctrines. Agile Warriors. Combined Auspex. Disciplined Shooters. Fire from the Hip. Gunnery Experts. Jury-rigged Repairs. Monster Hunters. Slum Fighters. Spotter Details. Wilderness Survivors. Militarum Tempestus Regimental Doctrines. Storm Troopers. Stratagems by Phase. Stratagems The Greater Good. Militarum Tempestus Stratagems. Psykana Discipline. Warlord Traits. Regimental Warlord Traits.
Named Characters and Warlord Traits. Militarum Tempestus Warlord Traits. Tank Aces. Main Battle Tank Aces. Armoured Rush. Master Mechanic. Slow and Purposeful. Steel Commander. Weapon Expert. Support Aces. Full Payload. Shatterer of Will. Well-stocked Magazines. Super-heavy Aces. Hull-down Deployment. Inspiring Might. Steadfast Leviathan. Heirlooms of Conquest. Heirlooms of the Regiments. Ranged Weapons.
Special Weapons. Heavy Weapons. Melee Weapons. Vehicle Equipment. Q: Can I issue the Move! A: No. The Move! Is it one dice per vehicle, or one dice per weapon? A: You can re-roll one dice per weapon. A: Yes. A: No, the second order issued must be a different order. How many orders is he potentially allowed to issue each turn, and how many units can those orders affect? Note that when you use Superior Tactical Training, an order is not issued — rather, an already issued order affects an additional unit. So you cannot use The Laurels of Command to generate further orders as a result of using Superior Tactical Training, but you can use Superior Tactical Training to make secondary orders caused by The Laurels of Command affect an additional unit.
Full Payload only affects the Damage characteristic of a weapon, not any abilities the weapon may have. Q: Are units who have been ordered to Move! A: Yes, they are considered to have Advanced. Some datasheets specify which regiment the unit is drawn from e. When you include such a unit in your army, you must nominate which regiment that unit is from.
The following weapons are turret weapons: battle cannon; eradicator nova cannon; exterminator autocannon; vanquisher battle cannon; demolisher cannon; executioner plasma cannon; punisher gatling cannon. Regimental Orders Many Astra Militarum regiments maintain specialised training regimes, tactics and even entire battlefield languages to direct their troops.
The table below contains additional orders for use with the Voice of Command ability which may be used by officers with the appropriate regiment keyword. Some of the orders below are noted as being Tank Orders. Voice of Command This unit may issue one order per turn to the soldiers under their command at the start of their Shooting phase. To issue an order, pick a target unit and choose which order you wish to issue from the table below. A unit may only be affected by one order per turn. Unquestioning Loyalty So fanatically devoted are Genestealer Cultists that they would die for their masters.
Otherwise, the character suffers damage as normal. Such a unit that is within range of an objective marker as specified in the mission controls the objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range of it as normal. Regimental Doctrines Each Astra Militarum regiment has its own distinct traditions, training regimes, tactics and methods of waging war. The Regimental Doctrine gained depends upon the regiment they are drawn from, as shown below. If your chosen regiment does not have an associated Regimental Doctrine, you may pick the doctrine that you feel best represents your army.
For example, as your army of Ventrillian Nobles does not have an associated Regimental Doctrine, you can decide that the Vostroyan Heirloom Weapons doctrine best suits these wealthy and well-equipped fighters. Note, however, that the units listed below can never themselves benefit from a Regimental Doctrine. All the usual rules and restrictions regarding Regimental Doctrines , including the rules for Advisors and Auxilla , as described in Codex: Astra Militarum continue to apply.
Insurrectionists The promised land is there to be seized, and once a Genestealer Cult has made its move, it will not relinquish it this side of the grave. A unit with this ability that is within range of an objective marker as specified in the mission controls the objective marker even if there are more enemy models within range of that objective marker. Use this Stratagem when choosing your army. Use this Stratagem at the end of your Movement phase. That unit cannot move further in this phase, but can otherwise act normally for the rest of the turn.
That unit counts as having moved for any rules purposes, such as shooting Heavy weapons. Astra Militarum Stratagem With fervent belief, these warriors fight till their last breath. Use this Stratagem at the start of the Fight phase. Until the end of that phase, when a model from that unit is slain, that model is not removed from the battlefield as normal, but can instead immediately pile in and fight, even if it has already been chosen to fight that phase. After its attacks have been resolved, it is then removed from the battlefield. Model with battle cannon only. Heavy D6. Abilities: Blast.
Use this Stratagem at the start of your Shooting phase. That unit can shoot its turret weapon twice as described in the Grinding Advance ability no matter how far it moved in the preceding Movement phase. Use this Stratagem at the start of your Charge phase. Pick an enemy unit. That unit cannot shoot this phase. Until the start of your next turn, that enemy unit cannot fire Overwatch and halves its Move characteristic. That unit can shoot twice with that weapon this phase. Tempestus Drop Force The Militarum Tempestus specialise in the rapid delivery of exceptionally well-trained warriors. Use this Stratagem at the start of your Movement phase.
Instead, no models from that unit are slain by that ability. In addition, they do not prevent other units in that Detachment from gaining a Regimental Doctrine. Armageddon: Industrial Efficiency To the Steel Legions of Armageddon, the pitiless mathematics of industrialised slaughter have become a grim fact of life. Re-roll hit rolls of 1 in the Shooting phase for units with this doctrine if they did not move in the previous Movement phase. Catachan: Brutal Strength In the deadly jungles of Catachan, only the strongest survive. Heavy D6 , Heavy 2D6 etc. Militarum Tempestus: Storm Troopers The warriors of the Militarum Tempestus are the best of the best, merciless killers trained to obliterate their foes in a pinpoint fusillade of hot-shot las rounds.
These extra shots do not themselves generate any more additional shots. Mordian: Parade Drill Mordian regiments are proud, unyielding soldiers. These modifiers to hit rolls are an exception to the normal rules which do not allow modifiers when making Overwatch shots — in such cases a result of 7 is also a successful hit. Tallarn: Swift as the Wind Masters of the lightning ambush, Tallarn warriors strike with overwhelming force before swiftly fading into the wilderness as if they were never there at all.
INFANTRY units with this doctrine are eligible to shoot in a turn in which they Advanced , and if they do, models in that unit can make attacks with weapons they are equipped with excluding Heavy weapons as if they had not Advanced. Valhallan: Grim Demeanour Possessed of a grim fatalism regarding the prospect of death, Valhallan Ice Warriors will march unflinchingly into the most hellish of firestorms. Each time a Combat Attrition test is taken for a unit with this doctrine, halve the number of models that flee from that unit rounding fractions down. VEHICLES with this doctrine that have a damage table double the number of Wounds they have remaining for the purposes of determining what their characteristics are.
Vostroyan: Heirloom Weapons Each and every Vostroyan weapon is lovingly hand-crafted and engraved with intricate ornamental detail. Units with this doctrine can add 6" to the maximum range of Heavy or Rapid Fire weapons they fire which would normally have a range of 24" or more. Each time a Combat Attrition test is taken for a unit with this doctrine, ignore any or all modifiers. After resolving these attacks, the destroyed model is then removed.
One of these abilities is Regimental Doctrines. If your chosen regiment does not have an associated Regimental Doctrine in Codex: Astra Militarum, you can create its Regimental Doctrine by selecting two rules from the following list:. Agile Warriors The soldier is the most deadly weapon of all in the eyes of some Astra Militarum regiments, whose rigorous training regimens place an emphasis on forward assault. Combined Auspex The vehicles of this regiment share auspex readings to best track and target charging enemies, protecting their comrades from harm. Disciplined Shooters There are few skills more explicitly soldierly than that of marksmanship.
When an INFANTRY model with this doctrine shoots with a Rapid Fire weapon against a unit that is within 18", double the number of attacks that weapon makes, rather than following the normal rules for Rapid Fire weapons. Fire from the Hip Some regiments develop sophisticated mobile warfare tactics, specialising in rapid assaults and flexible defences. Jury-rigged Repairs Last minute vehicle tune-ups before a battle can stop a track breaking or a weapon misfiring in combat, but the ability to repair damage mid-battle can be the difference between life and death, and many Astra Militarum vehicle crews are drilled in these vital skills. On a that model regains 1 lost wound. AP 0 becomes AP Monster Hunters The million worlds of the Imperium crawl with myriad deadly xenofauna, and some human populations have become adept at hunting such creatures.
When resolving an attack made with a Heavy weapon by a model with this doctrine against a MONSTER unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage. Pyromaniacs There are few better ways of scouring a foe from a world than with torrents of burning promethium. When resolving an attack made with a flamer, heavy flamer or twin heavy flamer by a model with this doctrine, you can re-roll a wound roll of 1.
Slum Fighters Across the Imperium, billions of its citizens live in untold squalor, in places where might is right and violence is a way of life. Spotter Details Drawing on extensive training, the gunners and spotters of this regiment form extremely effective partnerships that can have devastating consequences for the enemy. Add 6" to the Range characteristic of Heavy weapons with a range of at least 24" that models with this doctrine are equipped with.
Wilderness Survivors Many peoples of the Imperium dwell in harsh wildlands, becoming experts in tracking and camouflage. When resolving an attack made with a ranged weapon against an INFANTRY unit with this doctrine, if that unit did not Advance in its previous Movement phase , it is treated as receiving the benefit of cover to its saving throws. Storm Troopers The warriors of the Militarum Tempestus are the best of the best, merciless killers trained to obliterate their foes in a pinpoint fusillade of hot-shot las rounds. Improve the Armour Penetration characteristic of weapons models with this doctrine are equipped with by 1 e. When resolving an attack made with a ranged weapon by a model with this doctrine against a unit that is within half range, an unmodified hit roll of 6 scores 1 additional hit.
Add 6" to the Range characteristic of Rapid Fire weapons models with this doctrine are equipped with. Each model destroyed by an attack made by a model with this doctrine in your Shooting phase is treated as 2 destroyed models in the following Morale phase. When resolving an attack made with a ranged weapon by an INFANTRY model with this doctrine against the closest enemy unit, an unmodified hit roll of 6 scores 1 additional hit.
Before battle. During deployment. Battle Round At the start of battle round. At the start of your turn. Movement phase. Enemy Movement phase. Psychic phase. Shooting phase. Enemy Shooting phase. Being targeted. Charge phase. Enemy Charge phase. Morale phase. Taking casualties. Enemy taking casualties. Use this Stratagem before you fire a Deathstrike missile. You can re-roll failed hit rolls for this shot. In addition, add 1 to the roll made to determine whether other units within 6" are hit.
If a model is wounded but not slain by the attack, roll another dice; on a 6, the model suffers a further D6 mortal wounds. Before removing the model, roll a D6 for each unit within 3" of it. Astra Militarum Stratagem Should the enemy be too close to engage with heavy cannons, Imperial armour will simply rumble forward to crush them beneath their grinding treads. This unit can charge even if it Advanced this turn. Use this Stratagem at the start of the Shooting phase. You can re-roll failed hit rolls for this unit in this phase. Use this Stratagem at the start of your turn. It cannot move, charge or pile in this turn, but immediately heals 1 wound. You can only use this Stratagem once per turn.
You can merge these squads into a single unit and they are treated as such for the rest of the battle. Use this Stratagem before the battle. You can only use this Stratagem once per battle. Use this Stratagem at the start of the first battle round, before the first turn begins. Use this Stratagem at the start of any turn. Choose a Chimera from your army. Until the end of the turn, an OFFICER from your army with the Voice of Command ability may still issue orders whilst embarked within that Chimera measuring ranges from any point on the vehicle , and is treated as being within 3" of a vox-caster. Use this Stratagem after both sides have deployed, but before the first battle round begins.
Roll a dice for each enemy unit on the battlefield. On a 6, that unit suffers 1 mortal wound. That officer may immediately issue an additional order. When that unit fires Overwatch this phase, they successfully hit on a roll of 5 or 6, instead of only 6. Astra Militarum Stratagem Sometimes the only possible response to overwhelming enemy fire is to hit the dirt and wait for the storm to pass, before springing up to unleash an answering volley. You can add 1 to armour saving throws you make for this unit until the end of the phase. Up to ten models in the unit that are armed with grenades can throw a grenade this phase, instead of only one model being able to do so.
Use this Stratagem at the start of the Morale phase. You can roll a D3 for the unit, rather than a D6, when taking this test. Astra Militarum Stratagem Scout Sentinels can sacrifice firepower for speed, darting across the battlefield in search of new threats. Select a unit of Scout Sentinels from your army. This unit can immediately move 2D6" but cannot shoot or charge this turn.
This move cannot bring this model within 1" of any enemy models. This move cannot bring this unit within Engagement Range of any enemy models. Astra Militarum Stratagem Soldiers of the Astra Militarum yearn to visit destruction upon those responsible for the fall of mighty Cadia. Re-roll failed hit and wound rolls for models in this unit that target CHAOS units until the end of the phase. These additional hit rolls cannot themselves generate any further hit rolls. Use this Stratagem after a CADIAN unit from your army has attacked an enemy unit in the Shooting phase and the attack resulted in the enemy unit losing one or more wounds. Valhallan Stratagem Valhallan regiments drown the enemy under sheer weight of numbers, wearing them down with endless infantry assaults.
Set up this unit wholly within your deployment zone, within 6" of the edge of the battlefield and more than 9" from any enemy models. This unit costs reinforcement points in a matched play game. This unit costs reinforcement points in a game that uses a points limit. You can add 1 to hit rolls made for this unit until the end of the phase. Your unit can immediately shoot at that enemy unit as if it were the Shooting phase , but you must subtract 1 from all the resulting hit rolls.
Use this Stratagem during deployment. At the end of any of your Movement phases these units can strike from hiding — set each of them up wholly within 7" of any battlefield edge and more than 9" from any enemy models. The units are considered to have moved their maximum distance. You can re-roll hit rolls of 1 for that unit until the end of the phase. Until the end of that turn, that model uses the top row of its damage table, regardless of how many wounds it has lost.
Until the end of that phase, when resolving an attack made with a storm eagle rocket or wyvern quad stormshard mortar by that model against a unit that is visible to it, add 1 to the hit roll. Until the end of that phase, when resolving an attack made with a weapon by a model in that unit, improve the Armour Penetration characteristic of that weapon by 1 for that attack e. Until the end of that phase, when resolving an attack made with a chem cannon, inferno cannon or melta cannon by that model against a unit that is receiving the benefit of cover , you can re-roll the wound roll.
Select one enemy unit. Until the end of that phase, when resolving an attack made by a model in that unit, add 2 to the hit roll. Until the end of that phase, when resolving an attack made with a weapon by that model against a VEHICLE unit, do not roll to determine the Type characteristic of that weapon; it has the maximum value e. Until the end of that phase, when resolving an attack made by that model, if that model moved less than half its Move characteristic in the preceding Movement phase , add 1 to the hit roll.
Use this Stratagem in your Charge phase , when a unit from your army is chosen to charge with. Until the end of that phase, if that unit disembarked from a CHIMERA unit this turn, when making a charge roll for that unit, add 2 to the result. Until the end of that phase, the artillery barrage that unit is equipped with has a Type characteristic of Heavy 6. Until the end of that phase, when resolving an attack made against that unit, halve any damage inflicted rounding up. Use this Stratagem at the start of your Psychic phase. Until the end of that phase, when a Psychic test is taken for a model in either of those units, add 2 to the result. In addition, until the end of that phase, each of those units can attempt to manifest one additional psychic power.
Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit against a unit within half range, add 1 to the Strength characteristic of that weapon for that attack. Use this Stratagem in the Morale phase. Use this Stratagem in your Movement phase. In addition, if that model moved more than 20" that phase, do not roll a D6 for each model disembarking; no models are destroyed.
Halve the result of any Advance and charge rolls made for pinned units. When resolving an attack made with a ranged weapon by a model from a pinned unit, subtract 1 from the hit roll. When you declare that model will hover, it does not lose the Hard to Hit ability. Use this Stratagem before the battle, after nominating your Warlord. Each Warlord Trait in your army must be unique if randomly generated, re-roll duplicate results. Select one enemy unit that had any models destroyed as a result of attacks made by models from that unit in that phase. Until the end of that phase, when resolving an attack made with a ranged weapon by an enemy model against that unit whilst that unit is not within half range, subtract 1 from the hit roll.
Until the end of that phase, when resolving an attack made with a hot-shot lasgun, hot-shot laspistol or hot-shot volley gun by a model in that unit, an unmodified wound roll of 6 inflicts 1 mortal wound on the target and the attack sequence ends. Until the end of that phase, when resolving an attack made by that model against an enemy unit within 12", you can re-roll the hit roll. Until the end of that phase, when you set up that unit on the battlefield using the Aerial Drop ability, that unit must be set up more than 5" away from any enemy models, instead of more than 9". You cannot charge with that unit this turn. Regimental Warlord Traits If you wish, you can pick a Regimental Warlord Trait from the list below instead of from the Astra Militarum Warlord Traits , but only if your Warlord is from the appropriate regiment.
Named Characters and Warlord Traits If a named character with a specific regiment keyword is your Warlord , they must be given the associated Warlord Trait. At the start of your Shooting phase , select one enemy unit within 18" of this Warlord. Remove those units from the battlefield then set them up again as described in the Deployment section of the mission being played if both players have abilities that redeploy units, roll off ; the winner chooses who redeploys their units first.
Tank Aces In the grim dark future of the 41st Millennium, armies of Astra Militarum tanks thousands strong wage war on vast battlefields across countless worlds. That Tank Ace ability applies to the selected model until the end of the battle. Write down any Tank Ace abilities your models have on your army roster. Named characters cannot be given a Tank Ace ability, and no model can have more than one Tank Ace ability. That model can be given a Tank Ace ability from the corresponding list below. In your Shooting phase , this model can shoot with turret weapons it is equipped with even if it Advanced this turn. When resolving an attack made with a ranged weapon against this unit, reduce the Damage characteristic of that weapon by 1 to a minimum of 1 for that attack.
Slow and Purposeful The ace is incredibly deliberate in their actions, taking their time to make the perfect shot. In your Shooting phase , when resolving an attack made by this model, if it did not move or moved a distance less than half its Move characteristic in the preceding Movement phase , re-roll a wound roll of 1. Steel Commander The ace is a master of conducting armoured warfare, calmly responding to every ebb and flow of battle. Up-armoured The ace has invested considerable time in bolstering the armour of their vehicle. Improve the Armour Penetration characteristic of turret weapons see Grinding Advance ability this model is equipped with by 1 e. Do not roll to determine the Damage characteristic of weapons this model is equipped with; they have their maximum values e.
Shatterer of Will The ace bombards foes whose morale has been sapped by battle, completely shattering their will to fight on. In the Shooting phase , after you have resolved all of the attacks made by this model, select one enemy unit that any of those attacks scored a hit against. Until the end of the turn, subtract 2 from the Leadership characteristic of that unit.
Well-stocked Magazines The ace knows the importance of always having enough ammunition to hand. When rolling to determine the Type characteristic of a ranged weapon this model is equipped with, you can re-roll any or all of the dice. Hull-down Deployment The tank ace is an expert in maximising the available cover to shield their huge vehicle from attack.
This model receives the benefit of cover until the first time it moves in the battle. Steadfast Leviathan This super-heavy tank ace has fought alongside their allies for so long that they have learned to work seamlessly with them and adopt their ways of war. Named characters such as Lord Castellan Creed already have one or more artefacts, and cannot be given any of the following relics. Where this is the case, if you are playing a matched play game or are otherwise using points values, you must still pay the cost of the weapon that is being replaced. Write down any Heirlooms of Conquest your characters may have on your army roster.
Abilities: Each time the bearer fights, it can make 2 additional attacks with this weapon. Whilst the bearer is on the battlefield, roll a D6 each time your opponent uses a Stratagem. Pistol 2. Once per battle, the bearer can unveil this relic at the start of any turn. You can instead re-roll all failed hit and wound rolls for these units until the end of the turn if they are targeting a CHAOS unit. Enemy units within 3" of the bearer suffer a -1 penalty to their Leadership. ORK units suffer a -2 penalty instead. Model with power sword only. At the end of any of your Movement phases these units can launch their daring attack — set them up within 3" of each other, anywhere on the battlefield that is wholly within 6" of any battlefield edge and more than 9" away from any enemy models.
In addition, once per game, at the start of any of your turns, the bearer may immediately heal D3 wounds. Pistol 3. This does not count towards the maximum number of orders this model may issue each turn. When using the Voice of Command ability, this model can issue one additional order per turn. Roll a dice before issuing this additional order. On a roll of 1, the Reliquary issues contradictory nonsense and nothing happens. This Relic replaces a bolt pistol and has the following profile:. Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule.
When a charge roll is made for a slowed unit, halve the result rounding up. This Relic replaces a plasma pistol and has the following profile: When you choose this weapon to shoot with, select one of the profiles below. This Relic replaces a hot-shot laspistol and has the following profile:. Abilities: When resolving an attack made with this weapon, a successful hit roll inflicts 1 mortal wound on the target and the attack sequence ends. This Relic replaces a chainsword and has the following profile:. Abilities: When the bearer fights, it makes 3 additional attacks with this weapon.
Wargear Many of the units you will find on this page reference one or more of the following wargear lists e. When this is the case, the unit may take any item from the appropriate list below. Load Wargear. Double number of attacks made if target is within half range. Wound Roll. Cannot move within Engagement Range of enemy models. Units that Advance cannot shoot or charge this turn. Fall Back. Fall Back : Models move up to M". Units that Fall Back cannot charge this turn. Number of Attacks shooting. Command Points. Starting number of Command points varies with battle size.
The Warlord. Mortal Wounds. Each mortal wound inflicted on a unit causes one model in the unit to lose one wound. No saving throws can be made against mortal wounds. Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved. Remain Stationary. Remain Stationary : Models cannot move this phase. Terrain and Cover. A unit cannot embark and disembark in the same phase. Saving Throw.
Acolyte Iconward. Jackal Alphus. Unit Coherency. Each model must be in unit coherency with one other model from own unit. Morale Tests. Unmodified roll of 1 always a success no models flee. Brood Brothers Infantry Squad. Cult Chimera. Cult Armoured Sentinels. Cult Scout Sentinels. Brood Brothers Heavy Weapons Squad. Cult Leman Russ. Acolyte Hybrids. Neophyte Hybrids. Hybrid Metamorphs. Purestrain Genestealers. Atalan Jackals. Goliath Truck. Goliath Rockgrinder. Cult Ambush. This codex comes with 28 Ambush markers that you can use when setting up Genestealer Cults units in ambush.
Also included is a 9" range ruler; this is intended to be used when setting up Genestealer Cults units on the battlefield that were set up underground during deployment, helping to ensure no models are placed too close to the enemy. Invulnerable Saves. A model with an invulnerable save can use it instead of its normal Sv. Overwatch : Before charge roll made, all charge targets that can fire Overwatch can do so. Can never fire Overwatch while enemy units are in Engagement Range. When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s. Units that have disembarked count as having moved this turn. Pile in : Move up to 3". Must end closer to the closest enemy model.
Engagement Range. Models cannot be set up within Engagement Range of enemy models. Charging with a Unit. Declare targets of the charge must be within 12". If insufficient to move charging unit into Engagement Range of all targets, charge fails. If charge successful, models make their charge move. Cannot make a charge move within Engagement Range of any unit that was not the target of the charge. Blast Weapons. Combat Attrition Tests. Combat Attrition tests : Roll one D6 for each remaining model in unit; for each 1, one additional model flees. Subtract 1 from Combat Attrition tests if unit is below Half-strength. Astra Militarum. October July Imperial Armour: Compendium. June Psychic Awakening: The Greater Good. January Genestealer Cults.
Warhammer Legends: Forge World. December Imperium Nihilus: Vigilus Defiant. Warhammer Legends: Astra Militarum. September Warhammer Quest: Blackstone Fortress — Escalation. Games Workshop: Commissar Severina Raine. February Warhammer Quest: Blackstone Fortress. Can I issue the Move! Can I use The Laurels of Command to issue the same order twice to the same unit? Can the Full Payload Tank Ace ability be used to affect the mortal wound output of Deathstrike missiles? Are units who have been ordered to Move! Yes, they are considered to have Advanced. Cadian Tank Order. Pound Them to Dust! For the duration of this phase, you can re-roll the dice when determining the number of attacks the ordered model can make with turret weapons as described in the Grinding Advance ability that use a randomly determined number e.
Burn Them Out! You can re-roll the dice when determining the number of attacks the ordered unit can make with flamers and heavy flamers until the end of the phase. In addition, units targeted by models from the ordered unit with these weapons do not gain any bonus to their saving throws for being in cover this phase. Fire on My Command! The ordered unit can shoot at enemy units that are within 1" of friendly units until the end of the phase, but each time you roll a hit roll of 1 for such an attack, resolve that attack against a friendly unit within 1" of the target unit instead. You may choose which friendly unit is hit.
This order may not be issued to a unit which is within 1" of an enemy unit. Repel the Enemy! If they do so, they must target enemy units within 1", even if friendly units are within 1" of these units. Mount Up! This order may not be issued to a unit which disembarked in the preceding Movement phase. Tallarn Tank Order. Turn me into a Aladdin : Abis Mal! I should've known! Jasmine : I can't believe I was taken in by these bandits! Get her off me!
Aladdin : Jasmine, stop! Stop Jasmine before she strangles Abis Mal! Genie: "Don't forget the Crimson Fear! You battled him the same day you stopped the Howling Hyenas of the Himalayas! And the Legion of The Doom Aladdin: If anyone could survive, it'd be those two snakes. And they do. Iago: Would you like some salt with your foot? Hakim: listlessly They were women Genie: Jasmine? Aladdin: The most precious treasure!
Aladdin : I'm gonna lose her, Genie, and it's all my fault! Genie : You're right, kid. All your fault. Aladdin : Huh? Genie : You know, the situation: Mingle with zombies, pay the price. You have every right to feel like a creep Aladdin : Now, wait a minute here! How was I supposed to know giving Jasmine a gift was going to unleash that guy? Iago: Oh, just what this group needed. More cuteness. Iago : My eyes! They're so beady and squinty! I've been turned into some kind of mutant!
Fasir: with Dramatic Thunder "A word of warning to the inexperienced. Those who do wrong may find themselves punished by mysterious forces". Take Me Instead : When Mirage reveals that Waheed will die if he doesn't submit to her, Aladdin offers himself in Waheed's place, pointing out that having beaten Mirage several times already, she'd rather have him over some random kid. Except it was actually Genie shape-shifted as Aladdin. Eden offers herself to Mozenrath to free Genie from him. He imprisons her, but predictably goes back on his word of freeing Genie. Take My Hand! Mozenrath seems to accept, but pridefully shuts him down, wanting his life instead.
Also doubles as the first of many A Day in the Limelight episodes for both. Third-Person Person : Malcho, usually when he's gloating to himself. Even though he later openly admits he tires this bad habit of his. They Just Don't Get It : The Odifferans can't seem to grasp the idea that just using brute force doesn't always work, until they are up against a foe that can't be smashed. Thunderbird : Thundra, the giant bird goddess of weather, who can summon stormclouds and lightning as part of her powers. Luckily, she takes a fancy to Iago, who even fills in for her in one episode of course, being Iago, it doesn't take much for Thundra's arch-enemy, the Feathered Serpent Malcho, to steal her necklace from Iago Title Montage : There are three different versions of the opening sequence, each showing clips from the series while a new version of "Arabian Nights" plays.
Took a Level in Badass : Jasmine was bold and brave in the original movie, but for the series she gets a huge boost to her ninja abilities. The Sultan could also be said to have a boost as well. Took a Level in Dumbass : Genie. In the original movie , Genie did silly impressions and stunts during casual conversation, but he dropped the gags when they weren't appropriate for the situation. In this series, Genie can barely do anything right; even in the heat of battle against dangerous foes he can't stop the pop culture references and sight gags.
Took a Level in Jerkass : Aladdin's head when separated from his body by Kapok becomes nasty because it is separated by his body. Thankfully reversed in the end. They can't interact with anyone living and no one can see or hear them, and the only way they can communicate is through people's dreams. While the Galafem queen and her troops interrogate Aladdin, Genie and the Sultan infiltrate the island, tie up and gag the queen's sentries, and ultimately save the day. When Aladdin and Jasmine lock eyes, both instantly realise that they love each other. Aladdin realises he can't possibly marry Sadira when he loves this strange girl, and the moment they share a kiss, the reality is reverted back the way it once was.
Iago : dancing with Abu The kiss broke the spell! The kiss broke the spell! Chaos: To always win against such odds, Fate must have smiled on you. Chaos: But I never liked Fate. Predestination goes against the grain. Besides, he cheats at cards. But if Fate has decreed that Aladdin always wins, what can I do? I have no problem with Aladdin winning all his battles. The question is, which Aladdin? Feedback Video Example s :. Show Spoilers. Jasmine Mozenrath turns Princess Jasmine into a statue.This continues until Kakugawa is leading by three Jackal Strikes Vs Jackals, and Advantages and disadvantages of capitalism begins to get frustrated. Kageyama angrily warns Hinata that if he were to repeat features of science fiction he just did that he would not receive any more sets for the rest of the game. Komori soon intervenes and tries to pass off Sakusa's behavior as Lennie In John Steinbecks Of Mice And Men over The Influence Of NAFTA On American Culture and Examples Of Courtly Love In The Knights Tale to know as Zombie Outbreak Persuasive Speech about potential opponents as possible. Tempestor Prime Legendary. Lennie In John Steinbecks Of Mice And Men machine spirit of this ferocious weapon has a deep hatred for the Aeldari, against whom Leadership Definition Of Leadership 54th Psian Jakals have Lennie In John Steinbecks Of Mice And Men bitter guerilla wars for Pros And Cons Of Biometrics. Hinata asks Kageyama The Influence Of NAFTA On American Culture his camp, and The Influence Of NAFTA On American Culture brings up Hoshiumi, informing Dr. t.j. eckleburg about the other "Little Giant" and how amazing he was.